In 0.19 traps are much more deadly but they break after a single use. This seems like a decent compromise on the face of it, but in my experience it almost completely negates the use of anything other than wooden traps, and even then this is very difficult on maps with short growing seasons or no natural tree spawn.
The reason is that traps require 30 resources to construct, just under half of their former cost. In a typical raid I will lose upwards of 10 wooden traps, which means at least 300 wood to replace them, or the full harvest of 10 typical trees (pine, birch, poplar). This happens every few game days, resulting in an insanely heavy demand for wood. In my unstable playthrough starting a week or so ago, I managed to completely denude my large boreal forest map in the first year - there were no harvestable trees remaining! Fortunately it appears that natural tree spawn was buffed in the past few days as my map in year 3 is now repopulated (year 2 it remained largely desolate). Nevertheless the time investment in chopping trees and rebuilding traps remains prohibitive - I typically barely have a chance to rebuild before the next attack comes along.
While wooden traps are a struggle to use, I cannot imagine how anyone could support the consumption of 300 steel or 300 stone blocks every few game days. The resource cost for even a modest trap use is just staggering! IMO this is far too heavy of a nerf to trap usage. My suggestion would be for traps to have a chance to break on use which averages at say 3 uses per trap. Thus a typical trap would cost 10 resources, which is still a heavy load but not unbearable.
Thoughts?
The reason is that traps require 30 resources to construct, just under half of their former cost. In a typical raid I will lose upwards of 10 wooden traps, which means at least 300 wood to replace them, or the full harvest of 10 typical trees (pine, birch, poplar). This happens every few game days, resulting in an insanely heavy demand for wood. In my unstable playthrough starting a week or so ago, I managed to completely denude my large boreal forest map in the first year - there were no harvestable trees remaining! Fortunately it appears that natural tree spawn was buffed in the past few days as my map in year 3 is now repopulated (year 2 it remained largely desolate). Nevertheless the time investment in chopping trees and rebuilding traps remains prohibitive - I typically barely have a chance to rebuild before the next attack comes along.
While wooden traps are a struggle to use, I cannot imagine how anyone could support the consumption of 300 steel or 300 stone blocks every few game days. The resource cost for even a modest trap use is just staggering! IMO this is far too heavy of a nerf to trap usage. My suggestion would be for traps to have a chance to break on use which averages at say 3 uses per trap. Thus a typical trap would cost 10 resources, which is still a heavy load but not unbearable.
Thoughts?