Ideas: Policy

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

Ideas: Policy

Postby LadyGoo » Mon Aug 29, 2016 7:55 pm

Introduction/Why to?
Jorb has expressed that he would like the players to form civilizations and care for their nearest surroundings. However, the current meta does not quite encourage doing so. Expanding vast kingdom claims is far more profitable than working on local hubs and cultural objects. Simply, it is very easy to keep a large kingdom claim atm.
I can see why the fixes have been implemented, but there should be an alternative. Let us say, instead of focusing on expanding and overextending your lands, you could focus on the nearest borders (optionally). In fact, it should be more profitable to keep a small but well built kingdom that would attract new settlers.

Idea: Policy
Policy is a buff, that drains the authority of the kingdom as long as it is active.

- You cannot select a new policy for a significant amount of time after choosing the previous one (cutting abuses).
- Starting a сompletely new policy requires additional authority on top of the maintenance cost.
- Authority drains according to the territories covered; More cheirns you have, more authority will the policy drain from your kingdom.
- Kings or Queens should be able to select a policy in the kingdom menu.
- Buff could be applied to anyone in the kingdom, or to the realm members only (selected from the kingdom menu).


You could play with the policies and their hierarchy. In my point of view, the policies should be divided to 3 groups. You can have more than one active policy withing the same group and authority cost adds up on top of it. However, if you'll add a new policy from a different group, it'll cost you twice or three times more authority to maintain it.

Possible policy options:

Trade & Expansion policies
- Oxcart movement buff (additional 100 xp per hour drain)
- Roads and milestones cost less and expand further (3 stones instead of 5, 200 xp)
- Naval nation (knarrs and boats cost cheaper, built faster and have a speed bonus, 500 xp)
- Building speed is increased, buildings require less materials (1000 xp/hour)
- Field cheirn and village claim coverage is increased (500 xp)
- Teleporting within the kingdom costs no travel weariness (500 xp)
- Experience gained by the players within the kingdom increases the authority 1.3 times (500xp)
- People get 40% of their stats for this kingdom type (funeral ability)

and so on. Anything that is related to travel and building new settlements.


Industry policies

- Crafting speed is increased 1.2 x times (200 xp)
- Crafting speed is increased 1.5 x times (500 xp)
- Crafting speed is increased 1.7 x times (700 xp)
- Animals have a higher chance to give twins (500 xp)
- Agriculture requires less energy (150 xp)
- Cave ins do not do less damage (500 xp)
- People get 40% of their stats for this kingdom type (funeral ability)



War policy
- Horse endurance is increased (150 xp)
- Max. shield hp is increased (1000 xp)
- Lowered cost for challenges (300 xp)
- LP cost for melee combat, unarmed combat, archer is decreased (700 xp)

And etc. each policy might have their own debuffs as well. So, the kingdoms would actually have to choose what to sacrifice and how to manage their lands more efficiently, instead of mindless expansion. Fight for more populated lands as well.
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Re: Ideas: Policy

Postby sMartins » Mon Aug 29, 2016 8:13 pm

Very interesting..... :D
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Re: Ideas: Policy

Postby ven » Mon Aug 29, 2016 8:22 pm

One idea is to match the policies to the old concept of belief bars - tradition, nature, industry, war, culture, barbarism. That way the system already has a pattern on which to base the policies. Differentiating kingdoms according to them would make the game really interesting.

And instead of making it too much of a meta, with sliders and buttons, realm policies could be implemented by building certain structures (and removed by destroying them). For example, if you want a +10% bonus to tree growth speed, you would build a special tree monument out of every type of wood and seed available or something like that. This would also give us the drive for community projects we have been asking for, not to mention some reason for kingdom citizens to interact with each other for mutual benefit.

As for the modifiers themselves, I'd be happy with just basic stats, speed and quality changes, plus unique items, weapons, and tools that only kingdoms with certain policies could craft.
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Re: Ideas: Policy

Postby Pan_w_okularach » Mon Aug 29, 2016 8:26 pm

War policy
- killed by a member of your kingdom person doesn't retrieve stats from burial(500xp)
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Re: Ideas: Policy

Postby Fierce_Deity » Mon Aug 29, 2016 8:29 pm

I like what you've detailed here for the most part. Overall this would be a good way to make kingdoms more meaningful.
I don't like the thought of faster boats unless its only while in said buffed kingdom. Buffing funeral rite ability seems like a bad idea to me personally. I feel funeral rite should do more for you if you could not recover your body, and less if you did. Ex-funeral rite + buried body&head = 75% inherit (85 with policy) funeral rite w/no buried body = 60% inherit
Industry buffs look good, war policy is fine. A policy somewhere for faster healing or maybe even slow regen of HHP would be neat.

I see where you are going for having smaller kingdoms that focus more on attracting players, but what if we had a couple different types of ways to expand a kingdoms borders. What i'm getting at is there could be the current border cairns, and another type of cairn. Policy cairn, or maybe kingdom cairn. The names not too relevant. This would be a inner border for the kingdom that policy applies to. If it was something along these lines then there could even be policy towards crimes.
This way would allow kingdoms to have a sort of outer border to claim vast amounts of land, and a smaller area to attract more people.
Just another idea to mull over. I do see the issues with this one compared to yours, but felt like putting it here anyways.
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Re: Ideas: Policy

Postby Zeler » Mon Aug 29, 2016 8:34 pm

Pan_w_okularach wrote:War policy
- killed by a member of your kingdom person doesn't retrieve stats from burial(500xp)


What about a formal declaration of war, which could impose stuff like this on another kingdom for given period? Should also let the attacked kingdom impose some other policies against enemies. Everything for authority ofc.
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Re: Ideas: Policy

Postby Kaios » Mon Aug 29, 2016 8:37 pm

Exp cost = Auth cost? Or are you saying the members themselves foot the bill for use of these policies and then you just have a passive authority drain based on the policy and number of cairns?
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Re: Ideas: Policy

Postby Jacobian123 » Mon Aug 29, 2016 8:39 pm

When lategame H&H becomes third person Civ V
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Re: Ideas: Policy

Postby Pan_w_okularach » Mon Aug 29, 2016 8:51 pm

Zeler wrote:
Pan_w_okularach wrote:War policy
- killed by a member of your kingdom person doesn't retrieve stats from burial(500xp)


What about a formal declaration of war, which could impose stuff like this on another kingdom for given period? Should also let the attacked kingdom impose some other policies against enemies. Everything for authority ofc.

maybe but there will be fictitious kingdoms made to evade wars
just look at their village consisting of 9(?) parts with an own village idol in each smh :roll:
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Re: Ideas: Policy

Postby Bowshot125 » Mon Aug 29, 2016 9:09 pm

Jacobian123 wrote:When lategame H&H becomes third person Civ V


I really am happy about the path Haven is taking, I like the idea of better management of land & interaction between other factions. Its like advancing through the ages and its pretty kewl.
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