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as making it too easy to expand fields quickly has a severe impact in gameplay and so in the way maps are designed, too i guess this feature will have to be discussed in deep before and after implementing it. one way seeding could be handled without micromanagement would be my suggested farming-areas. that is an area the globs have to harvest only on odd (x+y)'s and clear unwanted ressources. with seeding the even (x+y)'s without the wanted ressource would become seeding-candidates (jobs like building a wall. bring one ressource here. or to make it not so easy 20)
i see the need for something like that, too. how about an area called seeding-area. this would be forbidden for harvesting, but, if resource-type allows, would allow walking over/through it (forests or so). plus, if a glob is free and sees a seedingspot without any resources, it checks wich resources are shortest (minimize micromanagement) and gets this kind of resource to the seedingspot. Or there are wheat (and others) seedingareas or flags (make the clearing-flag a resource-management-flag)
Just a comment on the idea: It's possible that there may be a need to re-seed islands that once lost their wheat or wood. In addition, this might make for an interesting multiplayer strategy. However, I also wanted to noted that I have found it quite enjoyable to get around the challenge of re-plenishing areas of a map that lost their wheat and/or wood by clearing a protected path to the new area. I'm not saying that the suggestion should not be considered or implemented; I just wanted to add an additional note to take into consideration when figuring out what solution is appropriate.
On a map with islands, it would be nice if it were possible to replenish extinct species, e.g., wheat, trees. A simple solution would allow workers who carry such items to drop them for seeding. A more complex solution would add "ships" as a new category, which can then be used to transport various things.
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