Salting the earth

Based on
from here viewtopic.php?f=12&t=5095
Imagine this - you cannot destroy fields with "destroy" action, or at least it requires a lots of phlegm / time to do so, making it totally impractical if your are doing it as a crime to destroy someone's fields. Like cutting a tree maybe. After all you don't just "destroy" the field, which is in fact soil, with your hands. You have to contaminate it somehow or mix with bad soil.
But you could use salt to reduce some of fields' stats - plenty, influence, speed. Maybe even purity. Salt would be usable like fertilizers are, but number of fertilizers applied wouldn't affect it. Or at least salt would have separate counter from fertilizers. We could have different types of negative fertilizers, affecting different stats in different degree. Sand maybe?
Oh, and anti-fertilizers should be usable on unplanted fields, so that people don't secure their fields by harvesting them and leaving empty. With this idea raiders need some extra effort to spoil your fields, and it provides more uses for some items (and maybe new items).
Fields are part of infrastructure, and quite precious. However, they are very squishy and require a lot of effort to raise influence.
Hans_Lemurson wrote:Mereni wrote:It's probably due to the fact that mixing actual clay or smelting cast offs into your garden will pretty much have a negative effect in real life.
True, but then why not also let Salt be a "fertilizer" that adds a -100% penalty to Plenty, Speed and Influence?
from here viewtopic.php?f=12&t=5095
Imagine this - you cannot destroy fields with "destroy" action, or at least it requires a lots of phlegm / time to do so, making it totally impractical if your are doing it as a crime to destroy someone's fields. Like cutting a tree maybe. After all you don't just "destroy" the field, which is in fact soil, with your hands. You have to contaminate it somehow or mix with bad soil.
But you could use salt to reduce some of fields' stats - plenty, influence, speed. Maybe even purity. Salt would be usable like fertilizers are, but number of fertilizers applied wouldn't affect it. Or at least salt would have separate counter from fertilizers. We could have different types of negative fertilizers, affecting different stats in different degree. Sand maybe?
Oh, and anti-fertilizers should be usable on unplanted fields, so that people don't secure their fields by harvesting them and leaving empty. With this idea raiders need some extra effort to spoil your fields, and it provides more uses for some items (and maybe new items).
Fields are part of infrastructure, and quite precious. However, they are very squishy and require a lot of effort to raise influence.