ekzarh wrote:LadyGoo wrote: But it is a crucial detail! Kingdoms cannot dictate the places of power generation and have to adjust to the world.
Further down that thread 2 types or relics were suggested. Un-movable ones - the ones you are describing here. And movable ones, which can be worn.
It is logical that big un-movable ones should give significant bonus while wearable ones may give significant bonus to wearer while giving small bonus to Realm.
Anyway - I upvote both. They provide endgame content, PVP motivation and things to do after insane stats (or cap) are reached.
Agreed. The whole reason why large cities and fortresses have existed throughout history is because a valuable resource or material was accessible in the area, giving people a reason to fight over or protect that region. Either that or warlike groups built strongholds in regions of strategic military value. Sometimes people even fought over regions just for the bragging rights of having a famous monument in their kingdom.
These kind of buffs will replicate such situations in this game and give people reasons to have towns and strongholds in out of the way places, instead of just having one giant city. This in turn could lead to the development of trade routes between cities, for example if a monument was located in a mountain, the people living around it would find it difficult to gather food, so they would need to receive shipments of vegetables from other towns or farms. Or is a monument was in a region with few sources of metal, they would need to get metals from another settlement nearby.