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Regarding Wool Production, I think you are right, rabbit shearer needs to be nerfed. Maybe 1 wool + 1 wool per 3 adjacent rabbits (max 5 wool)?
Also, to add to your point, rabbits eat vegetables that generally are easier to produce (and also there are usually more than one vegetables resources available per game-meaning you can store a lot before winter), while sheep eat cereal that generally are harder to produce (and are needed for crucial production lines, such as bread).
Exactly, I'd like to steer more into that as I work on more buildings, altough it's hard to pull off correctly as there is the potential for players to feel like they got "the bad version", so it's to be carefully done to reinforce the game's overall "do lemonade with lemons" style
Yes, but it is relative, as if only one building does this, then you are right, but if many buildings have different strengths, then it averages out and it becomes more of a "skew" towards a strategy. I.e. if you have five slots with a choice of two buildings and in both cases there is a "strictly better" option, then you will get runs where some of these appear, and some where they don't, and it's rare for all of them to be better or worse. I do prefer having "situationally better" options, however, if possible, as that plays better since it reinforces the skew towards a strategy instead.
IMO you need to make sure that all-good and all-bad result in fun, winnable games, you can't just brush them off as "rare". (My personal rule-of-thumb for when a designer can brush something off as too rare to worry about is somewhere between "1 in a thousand games" and "1 in a million games", depending on how many players you have and just how bad an experience it will create when it does happen.)
You could add a rule that specifically prevents all-good and all-bad outcomes, by changing the randomizer to place limits on how many "good" or "bad" tech options it can generate per game.
There's a fancy, pie-in-the-sky option where you could have the randomizer change the efficiency of a bunch of buildings on a per-run basis, but in a way where you carefully calculate the modified costs of all the resources the player needs to produce to win the entire game and create a combination of positive and negative modifiers that keeps the overall difficulty constant. So the player randomly finds that e.g. hemp is really expensive to produce the game, but fabric requires less hemp so the total cost of fabric is normal-ish, and there are bonuses to some other side things that approximately make up for the other uses of hemp. And maybe all health is more expensive to produce this game but all hope is cheaper to keep the overall threat costs the same.
That would force players to rediscover the most efficient ways of doing things every game.
The math to actually make that produce balanced outcomes would be pretty gnarly, though--you'd need to take into account the time-adjusted value of goods depending on when they're produced (e.g. you can't produce all your food on the last turn, you need to eat as you go), and when goods are substitutable and when they're not, and probably some other difficult stuff as well.
Fair point. The game currently does not have this kind of unbalance in its buildings, but as I work more on adding new resources and expand the game, I'd like to push the limits further, so this is something to consider.
This was my first thought as well, as currently all resource slots have uniform chances, and would be simple and effective.
This is similar to something I'd like to explore further (and Delirium mode was a step towards that direction): having modifiers to runs. I would probably not try and find the exact math for this, as there is some leeway and it would probably be overly complex an overkill to boot, but I am gathering a lot of insights from the new tools I am building (incidentally, one of the features of the new tools is to be able to tell me the chance for a resource to be produced, which is very useful to add new resources without creating unwinnable scenarios!)