Resource localisation

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Resource localisation

Postby GenghisKhan44 » Mon Dec 12, 2016 2:55 am

TL, DR: To make trade and communication in game more common, make different biomes carry different resources, so only the biggest towns can have access to metal, quality wood, quality soil, quality clay, good farmland, and animals all in one set of walls.

I like this idea. Suggestions?

Robben_DuMarsch wrote:Localization in Haven?
It's pretty easy to make just about anything, anywhere, almost entirely self-sufficiently, with nearly the same efficiency as any other spot.
There are "biomes," but as soon as you step back from the biome level, the world is homogeneous in that you can get all you need in your general area... then you can most often bring anything you need back to your settlement and never need leave again.

In LiF, there are seasons and weather simulation.

Crops hardly grow in the north for long periods of 30 real life days and die when snow frosts cover them.
In the southern fertile lands, they have a much shorter winter and a longer farming season.
High quality wood is more available in the northern forests.
High quality metals come from specific mountain ranges and deposits.
Marble is only available in a few select locations.
Etc, etc.

On top of geographic availability of basic resources, there is an underlying regional resource system that provides regional variants of otherwise mundane resources, bound to specific map locations, which are the only locations where you can get those regional variants. For example, a southern oasis or isolated island would be the only place to get "Region 13" wood, which may be randomly selected as a requirement in a rare crafting recipe (consumed on use) that a blacksmith unlocks while producing regular goods.

Think of Dwarf Fortress when a crafter has a strange mood, and begins to work on an artifact, but demands very specific resources.

tl;dr
LiF has "scarcity" and asymmetric availability of goods depending on where you have settled, driving trade.
HnH does not.
"...the dungeon and shackles are already at my threshold to show me here and now my eternal disgrace. Only you can work the miracle to make life possible for a soul so imperiled by doubt, O Atoner for all, exalted beyond saying." - St. Gregory of Narek, Book of Lamentations, Prayer 1.

You are much loved! Love in return!
User avatar
GenghisKhan44
 
Posts: 969
Joined: Sat Feb 18, 2012 4:56 pm

Re: Resource localisation

Postby Ysh » Mon Dec 12, 2016 7:54 pm

GenghisKhan44 wrote:TL, DR: To make trade and communication in game more common, make different biomes carry different resources, so only the biggest towns can have access to metal, quality wood, quality soil, quality clay, good farmland, and animals all in one set of walls.

I like this idea. Suggestions?

Robben_DuMarsch wrote:Localization in Haven?
It's pretty easy to make just about anything, anywhere, almost entirely self-sufficiently, with nearly the same efficiency as any other spot.
There are "biomes," but as soon as you step back from the biome level, the world is homogeneous in that you can get all you need in your general area... then you can most often bring anything you need back to your settlement and never need leave again.

In LiF, there are seasons and weather simulation.

Crops hardly grow in the north for long periods of 30 real life days and die when snow frosts cover them.
In the southern fertile lands, they have a much shorter winter and a longer farming season.
High quality wood is more available in the northern forests.
High quality metals come from specific mountain ranges and deposits.
Marble is only available in a few select locations.
Etc, etc.

On top of geographic availability of basic resources, there is an underlying regional resource system that provides regional variants of otherwise mundane resources, bound to specific map locations, which are the only locations where you can get those regional variants. For example, a southern oasis or isolated island would be the only place to get "Region 13" wood, which may be randomly selected as a requirement in a rare crafting recipe (consumed on use) that a blacksmith unlocks while producing regular goods.

Think of Dwarf Fortress when a crafter has a strange mood, and begins to work on an artifact, but demands very specific resources.

tl;dr
LiF has "scarcity" and asymmetric availability of goods depending on where you have settled, driving trade.
HnH does not.

Suggested often. I seem to recall some developer say that some thing like this can be nice, but I have no source. I imagine we get it eventually.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Resource localisation

Postby Onep » Mon Dec 12, 2016 8:34 pm

It would be neat to see more distinction between biomes and regions. However, to the extent they intend to make them unique could have a huge impact on the game. I think if it's too radical it might pigeon hole everyone into the most optimal area.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Resource localisation

Postby Potjeh » Tue Dec 13, 2016 9:33 am

I think realms can go a long way here. Instead of giving straight skill/stat bonuses, they should give more specialized bonuses, like increased barley yield, accelerated grape growth or increased chances for twins when a sheep has lambs. Anyway, the point is that there should be lots of these smaller buffs, to the point where it's impossible for a realm to get them all to an appreciable level, so the optimum strategy for a kingdom is to specialize in just a couple of buffs.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Resource localisation

Postby Onep » Tue Dec 13, 2016 9:41 am

Potjeh wrote:I think realms can go a long way here. Instead of giving straight skill/stat bonuses, they should give more specialized bonuses, like increased barley yield, accelerated grape growth or increased chances for twins when a sheep has lambs. Anyway, the point is that there should be lots of these smaller buffs, to the point where it's impossible for a realm to get them all to an appreciable level, so the optimum strategy for a kingdom is to specialize in just a couple of buffs.

I like the direction this is going. Rather than just pure stats it's QoL increases in different areas outside of the realm of simple stat boosts.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Resource localisation

Postby Beezer12Washingbeard » Tue Dec 13, 2016 10:20 am

Potjeh wrote:I think realms can go a long way here. Instead of giving straight skill/stat bonuses, they should give more specialized bonuses, like increased barley yield, accelerated grape growth or increased chances for twins when a sheep has lambs. Anyway, the point is that there should be lots of these smaller buffs, to the point where it's impossible for a realm to get them all to an appreciable level, so the optimum strategy for a kingdom is to specialize in just a couple of buffs.

Oh man, I love this idea. Spot-on.
User avatar
Beezer12Washingbeard
 
Posts: 409
Joined: Wed Nov 30, 2016 2:43 am
Location: Seattle, WA

Re: Resource localisation

Postby Granger » Tue Dec 13, 2016 11:24 am

I like the direction this is going, as it doesn't make sense that you suddenly get stronger the moment you set foot onto kingdom land.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Resource localisation

Postby Amanda44 » Tue Dec 13, 2016 11:49 am

Potjeh wrote:I think realms can go a long way here. Instead of giving straight skill/stat bonuses, they should give more specialized bonuses, like increased barley yield, accelerated grape growth or increased chances for twins when a sheep has lambs. Anyway, the point is that there should be lots of these smaller buffs, to the point where it's impossible for a realm to get them all to an appreciable level, so the optimum strategy for a kingdom is to specialize in just a couple of buffs.

Yes, I would also love to see these kinds of bonuses introduced, there is so much more that can be one with realms to make them more interesting and more competitive with each other in terms of different areas of bonuses. +1
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
User avatar
Amanda44
 
Posts: 6485
Joined: Wed Sep 28, 2011 12:13 pm

Re: Resource localisation

Postby GenghisKhan44 » Tue Dec 13, 2016 11:52 pm

I like this idea of making realms give small, hard-to-perfect bonuses, but I would like to ask a couple of questions about it:

1) How big can a realm get? And ought a bigger realm have access to the same amount of bonuses, more, or fewer?
2) Might these bonuses make conquest and fighting less important and less desirable? (I think so; this might be a good thing!)
"...the dungeon and shackles are already at my threshold to show me here and now my eternal disgrace. Only you can work the miracle to make life possible for a soul so imperiled by doubt, O Atoner for all, exalted beyond saying." - St. Gregory of Narek, Book of Lamentations, Prayer 1.

You are much loved! Love in return!
User avatar
GenghisKhan44
 
Posts: 969
Joined: Sat Feb 18, 2012 4:56 pm

Re: Resource localisation

Postby NotJimmy97 » Wed Dec 14, 2016 1:36 am

Potjeh wrote:I think realms can go a long way here. Instead of giving straight skill/stat bonuses, they should give more specialized bonuses, like increased barley yield, accelerated grape growth or increased chances for twins when a sheep has lambs. Anyway, the point is that there should be lots of these smaller buffs, to the point where it's impossible for a realm to get them all to an appreciable level, so the optimum strategy for a kingdom is to specialize in just a couple of buffs.

This is a really, really excellent idea. I hope Jorbtar sees this.
NotJimmy97
 
Posts: 98
Joined: Sun Oct 23, 2016 9:16 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 76 guests