Realms - Different Authorities

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

Realms - Different Authorities

Postby GamingRAM » Sun Jan 07, 2018 10:51 pm

So the last time I played, I remembered that Realms had an Authority Bar which was filled whenever someone in the Realm gains EXP, or someone who has a hearthfire in the realm gains EXP. What I suggest is to add a little depth to this.

Add segments/statistics to Realm Authority based on activities within a realm, and not have these be based purely on EXP gained, but rather the activity itself. The different authorities could be a percentage of the overall Authority OR be something seperate from Realm Authorty (I'm not sure which would be better for the game).

Tourism/Commerce - based on how long foreigners stay in the realm / based on when someone uses a barterstand.
Hunting/Foragery - everytime something is foraged or hunted
Agriculture - everytime a crop is harvested or a (domesticated) animal is butchered.
Mining/Smithing - whenever someone mines something, chips a boulder, or smelts

It could look something like this. (If Total Authority and the new authorities are kept seperate)

Total Authority: 10,256,456
- Tourism: 20,543
- Forgery: 1,067
- Agriculture: 56,034
- Smithing: 45

Or perhaps if it was percentage based

Total Authority: 100% (100,000)
- Tourism: 90% (90,000)
- Forgery: 5% (5,000)
- Agriculture: 4% (4,000)
- Smithing: 1% (1000)

This could be useful in making Realms more specialized and unique based on what the realm is primarily focusing on. This could also expand "Realm Authority Skills" (currently there's From the Public Coffer, State Funeral, and Last-minute Diplomacy)
(Perhaps we could have something like, "Blessings of a Good Harvest" (crops grow slightly faster for a day, or something like that) at a cost of Agriculture points?)).
And even if not, the statistics alone would help Realms by informing them what they should be focusing on to help their people.
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Re: Realms - Different Authorities

Postby jorb » Sun Jan 07, 2018 11:29 pm

There'd have to be a pretty good payout for this to be worth the time implementing -- UI, categorizations, &c -- and I'm not sure I see what that is.
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Re: Realms - Different Authorities

Postby GamingRAM » Sun Jan 07, 2018 11:45 pm

jorb wrote:There'd have to be a pretty good payout for this to be worth the time implementing -- UI, categorizations, &c -- and I'm not sure I see what that is.


Hmmm....
- Act as a type of statistics to help Realms decide what to dedicate buffs towards.
- Specific authority points could expand "Realm Authority Skills" (Blessings of a Good Harvest)

uhhh...

The Highest Specific Authority could give a passive boost?
- High Commerce could reduce the degrading of roads? + a chance of not consuming stone when paving a tile?
- High Tourism, your energy doesn't deplete as fast?


You make a good point, I'll get back to this idea when I have more to offer for a more compelling argument.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
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Re: Realms - Different Authorities

Postby jorb » Mon Jan 08, 2018 11:54 am

Awesome. I'm not dead set against it, or anything, so please do.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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