We usually see that with Q nodes and good biome distribution in Haven, like villages around clay pits or near good quality water/soil, caves, etc...
Or the obvious examples of villages around landmarks like the RoB or statues.
But it would be cool if (in the upcoming worlds, of course) we had some sort of natural 'object' that could be destroyed and lost forever - or protected for its bountiful uses.
So, one thing that would make for a 'cool' center element in a village would be a sacred tree.
I think it's a cool idea, adds a bit of 'value' to land (they should be rather rare!) and make for excellent narratives. Imagine cutting down the oldest sacred tree in the server!
So here are some ideas about what they'd be and how could they work:
- Sacred trees should be 'unique' - meaning you can't replant them. If one is cut, it is lost forever.
- Sacred tree quality could represent its 'age' (all of them start at a random quality/age) and its quality 'increases' over the natural time of the server
- The advantages of a sacred tree shouldn't be exclusive materials or something like that (which is obligatory for progress) but rather some sort of buffing/natural aura on its region/area. For example, like buffing bee skeps, crops and other natural activities surrounding it.
- It could also provide some unique items, maybe some sort of special fruit/curiosity, etc...
- Taking resources from the tree would damage its quality (like barks, branches, etc...)
- They should be big and remarkable, like 2~3 times the size of a King's Oak. Also provide a nice shaded area, since light effects in Haven are so pretty, this could be used
- Maybe they could be 'equipped' with some items to change its effects - like hanging lamps/flags for "festive effect" (FEP/satiation bonuses), etc...
Also - it could add a 'meaning' to dryads. Or not (I like that they're a big mystery) But, who knows, maybe following a dryad for a looooooong time could lead you to a sacred tree...?
