First of all, I must say I am a newcomer, and I lack experience in this game, but nonetheles I am a long time fan of varios subjects and topics, and among these are survival games. It does not stope there, though, and I usually expend my iddle time Reading about mythology, history, regional economies (agriculture, gathering, cuisine) and some other less interesting areas related to human cultura. I must say that the ideas upon which this world has been designed, built and developed are absolutely fantastic, and I am really happy playing this game, moving my hearthlign around and trying to build an economy of my own. Realms, claims, houses, all those are really interesting mechanics indeed, but It didn’t stop there, as I began to discover a whole bunch of crops, animals, food (saussages are my prefered processed food item, but a son as I can begin with the cheese industry I will be delighted), different kinds of wood, trees, fruits, and it doesn’t stop there. It goes on and on, and it show how much commitment these two developers have put onto this game. I cannot be more grateful. That said, this is list is not one of simple stubborness nor lacking in the game experience, but a list formulated to propose not one but a bunch of things, and while some of these ideas are relatively easy, I know some others are not that simple. I hope this list does not delves in ideas you have already read and discarded, or some others that are in development, nor those you are unable to accomplish, this is just a list, and as such, some items can be picked, others ignored and some others rejected, and that will not change the utility of the list overall.
I must add that I have seen enough of the game to see that it is inspired mostly in nordic culture, but some things included are evidently of pan european origin, and some other have been cherry picked from asian (tea, silk) and american (tobacco, pumpkins) economies, products not readily available into the nordic world of the 10th-11th centuries, and as preciated and valuable products, these were imported as soon as they became available in the international trade routes. Silk began to be cultivalted in the Byzantine Empire nonetheless, but the industrial tea production began with the British Empire and tobacco and pumpkins were imported into Europe with the discovery of the Americas. Some other fruits, like plums, olives or almonds, and crops like grapevines cannot be cultivated in the cold climate of northern european countries, but these crops are cultivated in various european contries and it can be included. I completely understand those crops you have not inclued, like tomatoes, potatoes, maize, as these are warm weather crops and also New World crops, while some crops like rice, being most important in East Asian economies also require a new method of cultivation as they require wetlands.Not to even mention sugarcane, southeast asian tropical crop, nor coffee, a tropical crop of african origin. Nonetheless, a lot of european and eurasian crops have not been included and those are the items I have listed.
In Green those anachronic or dissociated in space, many of those common in Mediterranean (Southern) Europe (like olives and grapevine). In Red those items added later that the original list, some of those mentioned previously but not listed properly.
Crops(Legumes and Grains):
• Lentils • Oat • Rye • Rapeseed • Soybean • Rhubarb • Chickpea • Millet (Foxtail, Broomcorn) • Sunflower (American, yes, but I think it should be included)
Crops (Greens): most (or all) of these could be obtained from a green “Wild Brassica” afted curing it on a treeplanters table.
Crops (Roots and Fruit): these on the other hand could be obtained from a mysterious root.
• Eggplant • Sugar Beet (originated around the 18th century) • Turnip • Radish • Parsnip
Trees: many of these prefer arid or dry climate, but so do some tres like olive trees. Many of these coul be used as a source of “incense material” (Olibanum, Myrrh, Sandalwood, Terebinth, Cinnamon), and it could be used in religious practices. Some are fruit trees (Pomegranate, Peach, Apricot, Damascene Plum), and Cotton could be used as a new cloth material, although it would be somewhat difficult to obtain.
Shrubs: at least three of these could be used to substract “perfume material” (Rose water, Labdanum, Galbanum), Storax is a incense material, capers and jujubes are fruit shrubs. Adding shallow water plants and herbs, not to be interacted, would also help the game environment look more compelling and natural.
• Rose • Whitecurrant • Labdanum • Galbanum • Storax (common in Turkey) • Caper (mostly Mediterranean) • Jujube
Herbs and Spices: most of these are aromatic-spice herbs that can be added to food, It would be most adecuate if these could be collected and cultivated in gardener pots. Garlic and Shallot, onion relatives, Mustard and Saffron could also be cultivated.
Next to the list of plants that could be added into the game are posible animal candidates, organized into those that can be tamed and/or domesticated (and those are many), some wild and aggresive animals, a handfuld of island (insular) species and some insects. Most of these, just like plants, have been selected according to the region in which they have been domesticated, even though I have not considered date of domestication. I am aware to that there are mamoths included in the game, even though they have been extinct since at least 10000 BCE in Europe. I do love the idea of prehistoric pleistocene fauna included into the game, even though it will make the survival part much more difficult and will give the game a characteristic ancient touch. I don’t know if mammoths are an exception, but I think Ice Age megafauna should be added, even though they must be somewhat rare in the map (as they are extremely dangerous). Adding more “domesticable” animals into the game will also diversify the economy, just the same way as offering a wide variety of crops and plants and procesed products (alcoholic beverages, perfumes, incense, animals, edible plant products, saussages, cheese), and it will force people to cooperate if they want to produce different products and a complete varied cuisine, for example. Domesticable Animals: I didn’t add many differnt species tamed and domesticated arround the world, like red deers, fallows deer and sika deers, not zebu and wáter buffaloes (domesticated in India), donkeys (domesticated in Egypt), camels (dromedarys from Arabia and bactrian camels from Central Asia), yaks (from the Tibetan plateau), llamas, alpacas, guinea pigs, muscovy ducks (all of them from Andean South America), guineafowl (from Southern Africa), bali cattle and gayals (from Southeast Asia), turkeys (from North America) and foxes or hedgehogs (recently domestited). There is a whole bunch of tamed animals, like asian elephants, parrots, birds, cats, mongoose, and many many others, so this list, believe it or not is quite short, includding mostly european domesticated animals.
• Reindeer (can be herded in tundra and steppe, arctic climate environments) • Turtle (in a “Pond” , can produce caparace, meat, sometimes musk) • Musk Ox (tundra and steppe cattle, can produce “Qiviut wool”, sometimes musk, among common cattle products) • Moose (has been tames and can be used to ride) • Ibex (can be domesticated into Goats, and these can provide Cahsmere or Mohair Wool, milk, sometimes horns too) • Wildcat (can be domesticated into Cats) • Doves (Dovecote, easier to mantain tan chicken, it could be used to develop a “Homing Pigeon” message system, that would be fantastic) • Goose (a bigger poultry bird, it could walk around farms like sheeps or pigs) • Quail and Partridge (minor poultry birds, mantained in a bird house smaller tan those used for chickens, using less food but providing less products too) • Carps (mantained in ponds just like Turtles) • Some mustelids (Stoat, Ermine when white, Mink, Ferret, all of these domesticated in Europe) • Some rodents (Water Vole, Golden Hamster, Dwarf Hamster, Elegant Mouse, Common Vole, Steppe Lemming, Norwegian Lemming, even smaller tan rabbits, could be kept inside houses, like quail and partridges) • Mallards (could be kept replacing chickens, in the form of Ducks) • Peafowl (these where domesticated in India, so it seems less likely to be implemented, these would be luxurious food items) • Pheasant (more luxurious tan ducks or chickens) • Black Cormorant (these seem more difficult to implement, but these birds have been long used to fish in Europe and East Asia, it sound like an interesting addition to the fishng mechanics) • Roman Snails (can be readily kept and will reproduce, and can provide meat and sometimes helix shells)
Wild Animals: in addition, some current animals in the game could give sometimes “musk” (beavers, deers, lynxes), used as ingredient in “perfumes”. Withe the implementation of wildcats (cats) and wolves (dogs), if their domestication becomes a possibility, using them for hunting would be a huge plus, as well as birds of prey, using cats and birds of prey for minor animals (squirrel, rabbit, birds) and hounds in packs for bigger animals (foxes, mouflon, aurochs). Additionally, in a world where “accumulation” has otherwise few counter-measures, if rats can become a plague in storage pits and granaries, eating stored grains, having cats or mustelids will gratly reduce the probability of having rats (or crows and magpies) eating crops and stored goods. Snakes, is diversified, should change their “temperament” to defensive, attacking those too closet o them and only if they feel threatened, as most snakes do (with a fez exceptions).
• Monk Seal (not aggresive and much smaller than Walruses, these could appear on beaches in relatively large packs) • Grey Seal (aggresive, bigger than monk seals but smaller than walruses, they appar on beaches in large packs) • Wisent (more common in Europe in the past, these could appear in herds) • European Ass (nowadays extinct in Europe, equines with stripped heads) • Roe Deer (although similar to the Rd Deer, these are smaller and could be included as a way to facilitate hunting “size progression”) • Asp (only if you want to add viper diversity into the game, this could be a black Asp, but otherwise most european snakes are colred quite cryptic) • Aesculapian Snake (nonvenomous, these could be trapped for sñin but mostly to make an “Aesculapian Rod” curios) • Macaques (present in southern europe in the past) • Wolves (these, of course, could be domesticated into dogs, otherwise packs of these animals are extremely dangerous) • Hares (or Jackrabbits, similar to rabbits, but with longer ears, these cannot be domesticated. Rabbits, on the other hand, should appear in groups as they do in nature, while Hares are solitary) • Shrews (these could appear just like rats, while rats could become “plagues” and appear near granaries or grain crops, eating food slowly if not taken care of) • Newts (replacing lizards in swamps or river sides) • Olm (or “Proteus”, even stranger species of salamander) • Leopards (different species roamed Eurasia in the past, found in most continental Europe during Pleistocene, survived up to 24000 years ago) • Caspian Tigers (also called “Hyrcanian tiger”, inhabited as westward as Turkey, but adding these in addition to Scimitar Cats or Cave Lions seem redundant)
Birds: these are not domesticable birds , although some Birds of Prey could be captured and trained to use them for Falconry, hunting primarily small animals. The list of birds is particularly short in comparison with the abundance of bird species in Europe, I had to choose a few of them (I discarded snpes, warblers, egrets, orioles, dippers, dunnocks, finches, flycatchers, wrens, shrikes, larks, tits, jays, et cetera), but they can be added to the list if you see some of them fit to appear.
• Nightingale (one of the few passerine birds i’ll add to the list, they are a lot, but these can signal the beginning of spring) • Barn Swallow (these could make their nest in buildings and caves, trapping them as curiosities to study, their nest are occassionally eaten) • Sparrow (acting as “winged rats”, these could occasionally replace rats as “plagues” eating crops or grain) • Golden Oriole (a curiosity bird, with its yellow-black feathers) • Bird of Prey (including Hawks, Buzzards, Gyrfalcons, Owls, Eagles) these could attack passive animals sometimes, if there is somewhat to capture them they could be used for “Falconry”, advanced skill, used to catch prey animals like rabbit, squirrels, rats, even beavers, otters, mallards, chicken, swans, etc.) • Vulture (these bird of prey could come near bodies, just like crows, and wolves, to feed on the remains) • Flamingo (these could appear seasonally, as they visit southern Europe yearly, always around water masses) • Crane (these appear near water masses too, and both Demoiselle and Common Cranes visite Europe yearly, both beautiful) • Stork (these are fresh water fishing species too, that come in Black and White colors) • Heron (fresh water fishing birds, could appear in shallow rivers) • Pelican (Sea Bird, these could signal fish scholl nearby) • Seagulls (Sea Bird, these could appear in rocky coasts or beaches, usually in large numbers.) • Puffins (Sea Bird, these are just too beautiful to not add them) • Giant Auks (Sea Bird, the original northern “penguins”) • Rock Ptarmigan (birds common in mountains and cold rocky regions) • Grouse (two species, known as Black Grouse and Red Grouse, common in boreal moorland and bogs, could be black preferably, females are less colorful) • Woodcock (another common minor game bird, easiy identifiable with his long beak, common in woodlands) • Gannet (Sea Bird, common in the North Atlantice coasts) • Loons (similar to Coots and Grebes, can be seen in fresh and salt water) • Terns (Sea Bird, can be found in seas, rivers and wetlands)
Ice Age Megafauna: most of these are similar in aggresivenes and behavior to the already present beasts in the game like bears, lynxes, badgers, so maybe these, just like previous animals, are easier to implement. If these are implemented, I think some could actually appear at the entrance or inside caves, replacing bats. Bats, on the other hands, are quite fragile and timid creatures, so they should be “minor prey” and “passive animal” too, as they do not attack humans and show little to no aggression toward other animals.
• Wargs (bigger badder wolves) • Cave Lions (bigger lions that roamed Europe in Ice Ages past) • Woolly Rhinoceros (these big beast should travel alone but are strong enough to kill most predators) • Cave Hyena (prehistoric hyena that inhabited Europe) • Giant Stag (or Irish Giant Deer, also Megaloceros, maybe solitary, their antlers should be very valuable) • Scimitar Cat (relative to the “Sabre Toothed Cat” of North America, a dangerous species of predator in Ice Age Europe)
Insular Fauna: animals that could appear in isolated islands in alone or in packs, these would not appear naturally in “continents” o large land masses.
• Giant Tortoises (Megalochelys atlas is believed to have inhabited southern and Eastern Europe, and these was a maltese species) • Dodos (maybe these could be domesticated as they were very docile) • Dwarf Elephants (Sicily, Creta, Cyprus, Malta, Sardinia) • Pygmy Hippopotamus (Creta, Sicily, Malta, Cyprus) • Giant Rats (Tenerife, Canary Islands) • Goat-mouse (Myotragus, Balearic Islands) • Giant Swans (Maltese Giant Swan) (Malta) • Sardinian Pika (Sardinia) • Giant Rabbit (Menorca)
Insects: many of these could be used as survival bush food.
• Crickets • Weevils • Termites (in big earthen mounds) • Scorpions • Locusts (these could appear in big swarms and devour crops of grain, fiber of greens, that would add some interesting events to the game and will force people to have stored grain and commerce, these could also be eaten, in the past these were common in Europe)
A separate list of fish and seafood must also be included in the proposal. I do know, however, that there are no “seas” nor “oceans” in the game, presenting only rivers and streams, so it seems logical that the game only offers rivers fishes. On the other hand, we have mussels and kelp, primarily harvested from the sea and salty water. I think it would be a good idea to separate “wáter masses” according to width, thus making big lakes something akin to lesser inland seas. Otherwise, making big wáter masses would be an interesting topographic possibility to be inplemented in next worlds, separating people and creating a trans-oceanic or sea trade network for those able to afford bigger vessels. For many ocean and sea fishes, it’s common to present themselves in schools and in some moments of the year, and as such the possibility of seasons in the future seems to blend with fishing in some interesting ways. Maybe there is some way to create “fish schools” areas where herring, cods, salmon, jellyfish, squids, anchovies or sardines could be fished in enormous quantities.
Fishes: those with asterisk (*) are usually school fishes, nomally small in size.
• (Sockeye) Red Salmon • Sabertooth Salmon (a prehistoric salmon, it coul be very rare) • Anchovy* • Cod* • Herring* • Lamprey • Bass • Mackerel • Pollack • Haddock • Seawolf • Mullet • Tuna • Sardines* • Gurry Shak(commonly fermented by Icelanders, there are a wide variety of sharks in northern seas) • Capelin • Sprat (alsto Bristling, Brisling or Skipper) • Flounder (flatfish) • Halibut (flatfish) • Turbot (flatfish) • Sole (flatfish) • Pollock (related to the “Saithe”) • Charr • Skates (similar to Rays) • Sea Serpent (somewhat mythological, but could be based on the Giant Oarfish, also called “King of Herrings”)
Seafood: this category includes numerous species of mollusks, echinoderms, crustaceans, and even sponges.
• Sea Cucumber • Sea Urchin (curiosity) • Sea Star (curiosity) • Sea Dollar (curiosity) • Sponge (curiosity) • Coral (curiosity, jewel) • Squid • Octopus (Squids and octopuses could give “ink sacs” every now and then) • Cuttlefish (these give “Sepia”, highly valuable dye in the past) • Crabs (there are many different species in the ocean) • Hermit Crabs (curiosity) • Sea Snails (their conchs could be curiosities, as musical instruments, wáter container ore ven candles) • Jellyfish (these could be eaten or dried) • Scallop (these seashells could be used to make oil lamps or as curiosities) • Prawns • Lobster • Clam • Cowry (curiosity) • Oyster • Ormer (or Abalone)
Sea Mammals: another interesting addition would be different sea mammals, here included those that cannot come to beaches like seals or walruses. The “bigger whales” (Sperm Whale, Rorquals and/or Right Whales) could appear occasionally beached, their big bodies offering resources like whale skin, blubber, bones and a lot of meat, that is why it would be such a rare event to find a beached whale.
• Dugongs (nowadays extinct in the Mediterranean sea) • Dolphins (these should appear on packs) • Narwhals (“Sea unicorns”, their long tooth highly valuable in the past) • Blackfish (or “Pilot whale”, bigger tan dolphins but smaller than whales) • Cachalot (or “Sperm whale”, these give teeth that can be carved and “ambergris” used to produce parfumes, and “spermaceti” , used in cosmetics, lubricants, leatherwork and even candles) • “Whale” (these could be “Rorquals” or “Right Whales”, notably different in appearance, yet they would give “baleens” that can be made into “corsets”, a clothing item)
I have thought too a list of different products that could be interesting additions to the overall game, most of them taking into account different elements already included in the game. Diversifying the economy of the game and augmenting the variety is an easy way to promote collaboration among players, creating a system of exchange and barter, on the basis of the limitation of individual time and space. In parenthesis I have written different series of steps to follow to produce some of these items, minus time. Some of these items consider items mentioned previously while some others take into account using structures that will be listed later.
• Blood (Butcher, Big Animal like Cows or Pigs+Bucket) • Black Pudding (Blood+Intestines >> Meat Grinder) • Blood Soup (Blood+Spices >> Cauldron) • Rye Bread (Rye Flour >> Rye Bread Dough >> Oven) • Rye Beer (Rye Seeds >> Herbalist Table –Germinate- >> Kiln –Roast- >> Quern –Grind- >>Demijohn –Store- ) • Mead (Water+Honey >> Demijohn –Store-) • Kvass (Beverage made from Rye) • Spiced Wine (There are different kinds, Hippocras=Spices, Cinnamon+Sugar+Heated, Mulled Wine= Spices+Raisins+Heated, Conditum=Spices, different Spices used in these récipes include: honey –sweet component replacing sugar, pepper, laurel, saffron, mastic) • Trail Mix (Different Dry Fruits+Cloth Sack) • Meat Balls (Meat >> Meat Grinder) • Meat Pie (Meat >> Meat Grinder) • Sugar (Sugar Beet >> Press) • Salted Meat (Meat+Salt+Time) • Salted Fish (Fish+Salt+Time) • Dryed Meat (Cecina, Meat >> Meat Drying Rack) • Dryed Fish (Stockfish, Fish >> Meat Drying Rack, it includes dried jellyfish, clams, squid and octopus) • Lyfrarpylsa (Liver Saussage, Entrails+Intestines >> Meat Grinder) • Fermented Fish (can be eaten, Fish+Oil >> Barrel >> Cellar) • Oil Preserved Fish (Fish+Oil >> Barrel) • Dryed Fruit (Fruits like Apple, Apricot, Cherries, Plums but it may include too radish and mushrooms) • Smoked Fish (Fish >> Smoking Barn) • Smoked Meat (Meat >> Smoking Barn) • Plum Wine (Plum>>Wine Press>>Demijohn) • Cider (Apples>>Wine Press>>Demijohn) • Elderberry Wine (Elderberry>>Wine Press>>Demijohn) • Cherry Wine (Cherry>>Wine Press>>Demijohn) • Redcurrant Wine (Redcurrant>>Wine Press>>Demijohn) • Whitecurrant Wine (Whitecurrant>>Wine Press>>Demijohn)
Clothing Items:
• Golden Hat (Gold >> Anvil) • Corset (Baleen+Strings) • Fibula (Gold, Silver >> Anvil) • Aesculapian Rod (Block of Wood+Aesculapian Snake, curios, could also slightly reduce healing time)
Tools and Instruments:
• Shepherd’s Crook (sheeps and goats will follow the bearer, can be used to present a new “lifestyle” where sheep and/or goat heards con be guided to different pastures, always marked by it owners, so these will feed without straining village resourses, pastures must be “marked” with a “pasture marker”, maybe a pole, that must be validated by head owners. The shepherd can be paid in kind or a salary from the herd owners) • Snuffbox (made from Turtle shell, Ivory, Nacar of Wood, can hold cured pipeweed leaves, pipestuff of cured pipeweed flakes, also can hold other medicinal herbs) • Sickle (smaller than a scythe, hand sized, used to make the harvest faster) • Club (or Stick, can be use as a simple primitive weapon to bludgeon enemies, made from hard wood) • Flute (made from bone or rarely from wood, used top lay music) • Knive (small weapon than can cause cuts and bleeding, also a cutting device, made from rock or metal) • Adze (used to carve Wood faster) • Mortar and Pestle (used to grind herbs, Clay/Stone/Wood) • Fire-saw (stone instrument used to make fire faster) • Harpoon (its head made from stone or preferably of bone, used to hunt dolphins, seals, walruses or even whales and fishes by spearfishing) • Bident (weapon similar to a spear, made with wood, used primarily for spearfishing) • Trident (weapon made from walrus tusk, can have serrated teeth, can be used for speafishing) • Halberd (or “Dagger-axe”, pole weapon, can be made with bronze or jade) • Scissors (these in addition with comb and mirror could make it possible to change one’s appearance, made from metal: http://www.countylive.ca/wp-content/upl ... rs-486.jpg ) • Bolas (even though used by different American nations, it’s not that complex of a dessign to use elsewhere, needs strings and rocks: https://upload.wikimedia.org/wikipedia/ ... adoras.png )
Miscelaneous Items:
• Wolpertinger (also Jackalope or Raurakl, Feather+Dead Rabbit+Antlers, curiosity) • Fiji Mermaid (Fish+Dead Monkey+Strings, curiosity) • Firedog (Andiron, Hard Metal >> Anvil, can be placed in hearth) • Oil Lamp (Clay >> Unfierd Oild Lamp >> Kiln >> Clay Lamp+Oils, must be refilled) • Funerary Urn (Clay >> Unfierd Funerary Urn >> Kiln >> Fill with ashes or bones) • Fishing Net (Strings, could be used attaching it to a ship) • Fish Trap (Branches+ Strings, used placing it on any water shore, it can be opened) • Obsidian Mirror (made with obsidian polished to make a reflecting surface, more common in Mesoamerica though, early game version of the metal one: http://www.mexicolore.co.uk/images-6/627_03_2.jpg ) • Bronze Mirror (made with bronze alloy, more exprnsive late game mirror: https://upload.wikimedia.org/wikipedia/ ... ugh%29.jpg ) • Comb (made with bone, woor or metal, necessary ítem alog with scissors and mirror to change appearance, chose one designe but there are many: https://i.pinimg.com/originals/9a/c3/e2 ... 3a19eb.jpg ) • Coin Purse (made from leather or cloth, could hold up to a determined quantity of coins: http://schah.at/images/public/ancient-coin-purse.jpg ) • Leather Ball (could be used top lay social games, probably: https://bunkstrutts.files.wordpress.com ... .jpg?w=450 )
Valuable Items: some of these items have been historically used as currency of commodity money, being exchanged in order to purchase different goods. Although there are already actual metal currency in the game, offering different kinds of currency is an interesting way to diversify cultures and economies, as different realms and lords may substain different kinds of currency, and these are as valuable as the influence different realms and cities have upon extended territories.
• Gold Amulets (Gullgubber, curiosity, Gold >> Anvil) • Grain Sacks (Full of What, Barley, Rye, Millet, Oat or Soybean, Cloth Sack+Grains, stackeable) • Greenstone Goods (Jade called Greenstone, it was valuable in many places around the world, used to carve tools, jewels and different tresures) • Manilla (open circle made of valuable Hard Metals >> Anvil) • Rings (wearable, any precios metals >> Anvil) • Bracteate (curiosity, Precious Metal Disk >> Anvil) • Torc (incomplete circle, collar, Hard or Precious Metal >> Anvil) • Cowry (mentioned in seafood, used by coastal and continental populations alike as a simple primitive currency) • Salt Brick (mined in Salt Mines, used by ancint empires, like Romans, as a salary and currency, stackeable) • Banknote (made from paper of Cotton or Cloth of Hemp or Flax, cotton is more valuable, Cloth >> Paper Press >> Sign Banknote, thse could be valuable if a single persono r a group of person, the “Bank Founders” and Investor, can sign banknotes, to pay for goods, and these can be taken to others to purachase different items, then the final propietor can theoretically come to the Bank and exchange the value of the Banknote for the goods stored as value standar, be it greenstone, manillas, torcs, rings, coins or cowries. This could come with “strongboxes” made of hardwood, stone or preferably metal, and “Banks” to store these valuable standards) • Glass Bead Collars (Glass Beads+Strings) • Iron Nails (Iron >> Anvil) • Beaver Hides (already implemented into the game, these were used as commodity Money in pre-Revolutionary North America) • Cigar (Cured Pippeweed Leaves+Pippestuff+Lenghthy Curation Period, also used as commodity Money in some communities and in the past, similarly to cigarettes in some prisons) • Dryed Tobacco Flakes (Cured Pipeweed >> Press >> Curation Period) • Tea Bricks (mentioned earlier, Cured Tea Leaves >> Press) • Cotton Cloth (given that cotton is produced in trees, it would be more difficult to obtain than flax and hemp but easier to produce than silk, stackeable) • Greenstone Buttons (Jade) • Greenstone Comma (Magatama, Jade) • Carved Greenstone (Pounamu, Jade) • Arrows (specially arrow heads were used as currency and commodity Money in ancient communities as they were hard to produce) • Spade Money (Bronze >> Anvil) • Tally Stick (can be used with specific inscriptions in Banks related to specific players or places, “produced by someone” or “produced in some Bank” or by specific seals, thus making these effectively counterfeit proof and used as Money as long as a “Bank” retains its status and influence, made from Bone, Ivory, Wood or Stone)
Sacred Items:
• Sun Charriot (curiosity) • Nebra Celestial Disk (curiosity) • Silver Cup (curiosity, cup, temple object) • Procession Ship (“Carrus navalis”, a ship not sea worth that can be carried in religious processions, as it was common in the festival of Vanir deities) • Censer (can be filled wit incense or perfume and used during sacred rites) • Fat Venus (curiosity, made from clay) • Thin Venus (curiosity, made from ivory or bone)
After all those individual crafting items, the next list includes a series of different structures, both liftable and unliftable, that can be built into the world. These are, just like the rest of this list, a series of proposals and ideas, and I ignore the difficulty of implementations, how complicated or difficult these new mechanics may be. This list includes “housing” structures, processing stations, vehicles and a type of building that I prefer to call “sacred” , in which there would be posible to worship different sacred figures or practice religious or spiritual rite. This last idea ties directly with the following list, I which I propose a “pantheon” of posible deities that could be part of the lore of the game. That last part would be an annex, because it goes off topic and I take some creative liberties to formúlate a body of beliefs that can be superseded or completely ignored without problema if it contradicts current lore ori f it goes against some rules I don’t know about. That being said, the list of “structures” ideas goes as follows:
Sacred Structures: This kind of structures, be it and open or enclosed recinct, would be the predetermined place where certain structures can be built, those requiring a “sacred enclosure” type surface, and where religious practices and rites can be done, like venerating ancestors or worshiping certain gods. The number of gods permited in a “sacred building” should relate to the size of the building, and no more than one “gran temple” should be permited in any given village, as that would be an insult to a god. Nonetheless, apart from any big temple there could be any number of lesser temples, although these require space and resources as well, and Little shrines can be built in the periphery of villages, in little towns or, in some cases, even little portions of forests can become “sacred grooves” oncleses by four stones, and inside there can be built altar sor shrines. Inside these “sacred enclosures” certain “rites” can be done, actions in their own menu, available once someone learns a “sacred mysteries” skill. These “rites” could include making sacrifices (of stock animal sor big game), lighting incense, praying, group dancing, making offerings (of grains, alcoholic beverages or food), starting processions (though this would take a path around the village), creating sacred amulets (consecreting objects), libations (alcoholic beverage shared among participants and offered to the god) offered to the fire, oaths (beot) can be pronounced, and building altars or even heathen idols of different sixes (made from wood or stone).
• Sacred Arch (a gateway made from stone, adorned with different objects that can be changed, it marks the entrance to a closed enclosure, built outside: https://i.pinimg.com/originals/25/7e/c0 ... 619f04.png ) • Marble Phallus (Iron Age Germanic monument made from marble, could hel increasin nearby farm animals fertility and reproduction rate: https://upload.wikimedia.org/wikipedia/ ... hallus.jpg ) Whalebone Gate (standing at the entrance of a sacred enclosure, built outside: http://kumanonada-nihonisan.jp/en/touri ... rahone.jpg ) • Whale Temple (built in a place where a whale beached itself: http://www.howardbloom.net/mammoth%20bo ... rawing.gif ) • Sacred Fire (built in a “sacred plaza” or inside a temple) • Crude Mermaid Stone (protecting the entrance of temples) • Crude Troll Stone (a stone carved in the likeness of a troll, more or less) • Timber Circles (a much cheaper version of the “stonehenge” type circle made with woods, acting as a open sacred enclosure) • Stone Circle • Skull Pole (made with different animal skulls, it will take the form of that skull and represent a totem for that animal) • Animal Fetish (a crude totemic structure made with hides of specific animals whose “spirit” is wanted to be represented) • Heathen Idol (built with Wood trunks, either as standing pillar or as seating figures, must be places in a temple: https://www.irinakuksova.ie/wp-content/ ... r-E-2.jpeg or https://www.irinakuksova.ie/wp-content/ ... in_385.jpg ) • “Irminsul Pillar” (poles dedicated to the gods in general, can be built in open sacred enclosures or towns: http://myimages.bravenet.com/175/975/31 ... nsulx2.jpg ) • “Lundr” Sacred Groove (also “Vangr”, an space marked by four carved cornerstones where trees cannot be cut, only planted, and where altar sor shrines can be built) • Stone Altar (stone structure than can be built in a closer or open sacred enclosure where offerings and sacrifices are doposited) • Sacred Tree (a “questgiver” tree that can be eshrined once a certain amount of quest have ben completed, it would give mores quests to its “worshipers”) • Carved Stone Stele (Ormhaxan, big stone placed in an open or closed sacred enclosure, it can beb built in sacred grooves or temples, it’s carvings represent a chosen god and can vary: https://c1.staticflickr.com/3/2498/4100 ... 2ba2_b.jpg ) • “Vé Shrine” (smallest temple, cheap, open air enclosure where totemic poles of fetishes can be erected: https://i.pinimg.com/originals/5d/fc/2d ... 3d4cc0.jpg ) • “Hogr Altar” (small temple, made from stones, only fetishes or skull poles can be built here: https://i0.wp.com/spangenhelm.com/wp-co ... =375%2C211 or https://scontent.cdninstagram.com/t51.2 ... 4163_n.jpg ) • “Hlé Sanctuary” (smallest temple dedicated only to a single fetish, made from Wood: http://www.renegadetribune.com/wp-conte ... 24x462.png ) • “Hof Temple” (Uppakra, only one god can be worshiped here, it allows a “heathen idol” to be built made from Wood or stone: https://i.pinimg.com/474x/45/67/c6/4567 ... ng-age.jpg ) • “Stavekirk Tempel” (Upsala, the biggest and most expensive temple, up to three gods can be worshiped here through their heathen idols: https://i.pinimg.com/736x/17/65/45/1765 ... norway.jpg or https://upload.wikimedia.org/wikipedia/ ... heddal.jpg )
• Plank Road (or Sweet Track, a path with branches or wood blocks acting as pavement: https://assets.atlasobscura.com/media/W ... aWVudCJdXQ ) • Dock (wooden structure of varying width where boats ans ships can be tied to or where transported goods can be offloaded. It would act as a “incomplete bridge” though it will not prevent ships from navigating) • Irrigation Channel (one square wide cannel where water flows from any water stream, covered in its sides with branches or stones, a “wooden” bridge can be made to cross it. It would make plants grow faster in arid environments) • Storage Pit (primitive storage method, a pit is dugo n earth or stone and a typee of grain can be stored here, its opening closed by a rock or wooden cover) • Mound (earthen structure with an entrance and internal space, can be used as an expensive and important grave or to store goods, closing the entrance with locks, acts as a plains cave: http://c8.alamy.com/comp/CFRMYY/bryn-ce ... CFRMYY.jpg ) • Dolmen (megalithic tomb with stone wall and roof that must be closed once a body is buried inside: http://curiousireland.ie/wp-content/upl ... G_9340.jpg ) • Warden Stones (series of standing stones built around sacred spaces o villages) • Stone Cist (a kind of coffin that cannot be lifted, mostly buried on the ground, only the stone cover can be seen: https://upload.wikimedia.org/wikipedia/ ... kist_4.JPG ) • Stone Wall (wall made from carved rock blocks, much more durable tan brick or wooden walls) • Colored Brick Wall (Black, Yellow, Green, White, Blue, not just red, but maybe you are already working on that though) • Animal Head on a Spike (not to much to say, an interesting decoration) • Cairn (small pile of stones fount on roadsides as trail markers or markin sacred places) • Long Table (with its corresponding benches) • Treasure Chest (chest with a lot of capacity that can be locked to protect valuable processions: https://i.pinimg.com/736x/9e/9e/1f/9e9e ... ctment.jpg ) • Strongbox (similar to the previous one, but it can be made from stronger elements like hard Wood and metal and can be put one over another up to three: http://l7.alamy.com/zooms/ed78158ae2f04 ... cyrag7.jpg ) • Hay and Hide Bed (rustic looking bed filled with hay and covered with animal pelts: https://www.leidar.com/wp-content/uploa ... 09/bed.jpg ) • Conch Oil Lamp (Scallop + 3 Sticks + String + Oils, must be refilled) • Bath Tub (used all around the world, many from the Roman world, a possibility given that Iron Age Germania was influenced by the roman southerners, made from wood, clay or metal: https://www.cedartubs.com/storeimages/1 ... nsions.jpg, https://www.hozpots.com.au/contents/med ... 0_2406.jpg, ) • Pond (pool made with rocks and filled with water where turtles, carps and snails can be kept, must be filled with water and food periodically: http://mysdroom.com/wp-content/uploads/ ... -ponds.jpg ) • Dovecote (similar in fucntion to the Chicken coop, made from wood and thatching material, used to keep pigeons: https://upload.wikimedia.org/wikipedia/ ... France.JPG )
Vehicles:
• Carriage (used for transportation but with little cargo space, luxurious and expensive) • Dog Sleigh (posible in “cold terrains” like tundra, steppe or arctic desert and only if dog domestication becomes a thing) • Animal-drawn Sled (drawn by a horse or cow, bigger, with more cappacity than a dog sleigh but slower) • Travois (cargo carrying structure that can be hand-pulled or attached to an animal) • Caravan (similar to a romani vardo, a living wagon o van, ir acts as a movable structure like a wagon, but it has living space inside like a housing structure. Small, but depending on the size –i would recomend 2x3 or to a lesser extent 3x4- it can have so many cupboards or any other furniture structure) • Fishing Vessel (bigger than a boat but smaller than a knarr, with square ends and sail, used for fishing with net or deep sea traps) • Duggout Canoe (cheaper than a boat, carved from a single trunk, it is relatively fast but cannot hold no liftable item, perfect for begginer that have to cross a river) • Hide Boat (simple boat made from hides or leather and wood, similar to a boat, can hold one liftable item, faster than a boat)
This list continues in the second part>>
Last edited by defe999 on Tue Jan 16, 2018 4:21 am, edited 3 times in total.
Wow. Pretty strong effort post there. Lots of good ideas!
"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."
Welcome to this beautiful game, quality effort post here ... usually it's reccomended to not post multiple ideas at once to keep it easier for devs to read and go through them, tou here there are a lot of quality stuff that I really hope Jorb wil take in consideration while adding to the game. Some of your ideas are already being suggested/discussed, some items are already in the game but overall I love pretty much everything you listed, tou haven't read 100% of your suggestions in details. The main problem to some of your ideas is that this is a game still, so stuff to be added need to be fun also and matching the game mechanics ... btw as I said I love almost all your suggestions and Welcome again!
Make friends with the other crabs or try to escape the bucket. I'd hardly call anything the Bible of our times.» special thanks to MagicManICT I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57 Default Client, Best Client!
Lots of not so good ideas as well, some dont fit the lore!
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019 http://i.imgur.com/CRrirds.png?1 Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2 Purus Pasta, The Best Client
That's a lot of effort for a new player, wow! I skimmed through it, and looks interesting, even if it doesn't fit the lore. The lore, despite having having anachronisms here and there, is iron age Germania according to a long lost post by jorb.
We do ask that suggestions are one per thread at dev's request so that anything that needs discussed gets discussed by itself, and not get lost in some big thread. The discussion on gods isn't a new one here, but I'm not sure the last time it has come up. I'd suggest it have its own discussion. If I can simply split off that post, let me know (PM me or use the report feature--the '!' ), or feel free to make a new thread if you think more than the one post needs to be a part of it.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
Quality post. More content in this single thread than all of moot
defe999 wrote:
• Weather-Season Restrictions: as soon as a season-weather is implemented, it would become imperative to store grains for seasons when grain cannot be cultivated nor harvested and game becomes scarce. In such moments greenhouses can become useful, but only so much so as these doesn’t allow large scale crops. Storage pits and granaries will become a must and a certain amount of meat and fish accumulated in a time of plenty should be dryed, salted or smoked and stored too in large quantities. Some fruits are actually quite hardy and blossom and give fruit in cold climates, but northern winters will kill almost any crop. Some other phenomena can occur in other seasons, like “locust swarms” in dry biomes during summer, while spring and autumn, with milder weather, will be ideal for agricultural activities. • Biome-Terrain Restrictions: another system that can help (and force) people into cooperation is to create large-scale biomes and terrain restrictions, associated with local weather and water resources, that will make imposible for certain crops to be cultivated in restrictive terrains. That will mean that there will exist a dissociation in space between different crops and trees, imposed by the environment, and traveling long distances to mantain them by the hand of a single person will not be posible. For example, while growing apples and pear in northern Europe is a possibility, growing grapevine and olive require an mediterranean climate, teabush and mulberry are tropical crops, while olibanum and myrrh require arid environments. That will force cities to choose crops according to their localization, and through a system of commerce, it would be posible to obtain varied goods and import themcreating a system of internal and external commerce. Designing a whole bunch of new crops will facilitate this, as trying to extend crops to grow everything will either mean less terrain dedicated to every crop or more terrain ocupied. That will make enclosing all of it nonsensical, and large scale crops will need to be cultivated outside city walls. Granaries and storage pits will be inside city walls, as will houses. Large scale crops, like grain, will be kept outside and orchards inside cities will supplement the grain diet. This can even develop into siege strategies, with crop burning techniques, and the need to protect city walls. This can also be extended to livestock, as terrain restrictions can make impossible to herd cows, sheeps or horses in tundra or arctic deserts where domesticated animals like reindeer or muskox will fare just fine. • Large Biomes: the previous system will go hand in hand with large terrains dissociated between them, forcing everyone to travel long distances to find different environments. Some of these environemnts will be welcoming, with mild weather and lush vegetation, while some others will be more arid, like North Africa or the Iberian Peninsula, while lands to the north will be cold, sometimes frozen and barren. Tundras will sustain hardy animals like reindeer, mammoth, wisent and muskox, steppes will be especially welcoming to animals like horses, wisent and cattle, montane regions will be inhabited by ibex, while coasts will be abundant in sea mamals and birds. Some cities will, of course, be founded in those boundaries between biomes, thus diversifying their economic possibilities, yet this will not ba a perfect strategy, given the aboundance of environments. As such, cities will cultivate different crops in different extention, and it will facilitate commerce among them and the creation of trade routes. Forced by their environments, tundra cities will be small and will dedicate themselves to hunting or herding, steppe populations can ideate a way to become herders and horse raiding people (like huns, turks or mongols), coastal cities will need to expend a lot of time in fishing activities, cities set in arid regions will have to import grain but will be able to export mining products (salt, gold, precious stones), perfumes and incense material or incesne itself. • Large Water Masses System: it it was possible to distinguish rivers and large water masses occording to their width and depth, maybe it would be a good idea to make some of these into “salt water” or seas, where the fish catch will be substantially different to that of rivers. Here large schools of fishes can be marked as dark sillhouetes, and exploiting them may yield a lot of fishes for processing or consumption. Oily fishes, for example, are more common in northern seas, and large quantities of fish can be dryed, salted, smoked, put into oil or fermented, all of it to allow storage and transportation. If combined with seasonal patterns, some fishes can be more abundant in certain periods of time or seasons. Also, around these salt water basins there will appear a lot of seabirds, marine mammals (walrus, whales, narwhals, monk seals, dolphins) and varied seafood (squid, octopus, crabs) and different sea creatures that can be studied (sponge, sea urchin, coral).
Skimmed the thread, above are the concepts that I feel would benefit the game the most. Specifically, seasonal and geographical limitations on Flora and fauna. A lot of player interaction and competition would be enabled
Woah. It thought that given the length of the original post replies were gonna took some time, as long reads can dissuade most forum contributors. Thanks for these warm welcomings nonetheless. About the content of replies, well, fun is "subjective" and I listed ideas that I, personally, would find funny or entertaining, not in a joyful or laughing way, but as a challenge to face, better accompanied than alone. About mechanics I know next to nothing, so I listed my ideas nonetheless, and some of them can be workable and some of them not, I do understand that. Otherwise, most listed things are crops, animals, objetcs, structures, not so different from those already present in the game.
I would gladly cross out those that are already part of the game though, but the list was long and I didn't checked everything, I used my rather general knowledge of the game. I don't know lore extensively, so If my mistakes and missaprehension pointed (with some grade of specificity, of course), through discussion of rather "synthesis" of disscusion around topics and ideas previously presented in the forum, I could gladly cross ideas out too, that'll not be a problem at all. I'll have to expend to much time reading through the forums If I have to know every previous discusion over ideas presented an that is time I want to save for other activities. Also, about "free form building", even though a compeling idea, adding a spectrum of different looking housing structures to the game seems easier and interesting too, but maybe I am wrong and it's actually harder in concept of graphic design.
I posted two sections, items/mobs/structures first, cause I think those are easier to implement using current mechanics, and general ideas/mythology in a second part because those seem more difficult to add given the game mechanics and, at least for gods and mythology, these are purely hypothetical and the designer must choose what to or not to add to the game lore. "General lore" seems to state that the game is set is some kind of norther germanic Europe (that includes northern France, Germany, Scandinavia, Denmark and even the British isles), but anachronisms are there an they are important because no german has seen mammoths, and no Iron Age Germanic nation grew olives nor grapes, nor ever saw tobacco/pipeweed nor pumpkins, cause the cold climate wouldn't allow to, even today, and other are New World crops, so I made a quick research on the subjects of Ice Age Europe (fauna) and mediaeval Europe (crops, domesticated animals), so as to let aside plants and animals from lands too exotic, too distant or unknown. Maybe I am wrong, but my mistakes can be pointed as to correct'em but some others can be seen as "exceptions" too, I don't think I stretched the line to far (there were European Asses during classical times in souther Europe, where olives and grape grow, dugongs in the mediterranean at the begining of the preclassical-antiquity, tigers in the caucasian mountain range and even insular pygmy mammoths during the ancient Egyptian period). Of course, the designers can chose which they do include, and that is their job. It is a developing game, after all, and indeed, a beautiful one too.
P.D.: And yes, even though I didn't mention it, the thread can be divided if it need to, I have no problem at all.
I posted this with the account of a friend of mine who did not logged out from his account. I can be a bit clueless sometimes
Giving the world more variety and feel of being lived in and populated is one of the long term goals, I think, and the devs definitely look through this forum and pick out good ideas to add.
I'm going to go ahead and split off that discussion on dieties. It really is a big enough idea that could further more discussion on being good, bad, or just ugly. Doesn't look like anyone has said anything specific about it yet, so it'll be its own post for now.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
Second Part of the List >> To Continue after the General list of interesting implementations that I would love to see added into the game I will include some general ideas related to real world historical tendencies, many of them related to how some processes developed through time in the subject of economy of ancient people and civilization. Some of these ideas I have exposed before if the list has been read throughtly, as a posible “banking system” that would make city living a much more interesting prospect, as it becomes somewhat tedious and repetitive after the “survival game” us left behind and the “developmed-development economy” begins. Of course, many of these mechanics and systems are hard to achieve (it took thousands of years to us to begin developing banking ar trans-oceanic trade), and some other ideas are not posible with large scale world terraformation, something that I believe will be posible only if a new world reset and rebuilt, and such an event is not necesarily desirable at the momet.
• Weather-Season Restrictions: as soon as a season-weather is implemented, it would become imperative to store grains for seasons when grain cannot be cultivated nor harvested and game becomes scarce. In such moments greenhouses can become useful, but only so much so as these doesn’t allow large scale crops. Storage pits and granaries will become a must and a certain amount of meat and fish accumulated in a time of plenty should be dryed, salted or smoked and stored too in large quantities. Some fruits are actually quite hardy and blossom and give fruit in cold climates, but northern winters will kill almost any crop. Some other phenomena can occur in other seasons, like “locust swarms” in dry biomes during summer, while spring and autumn, with milder weather, will be ideal for agricultural activities. • Biome-Terrain Restrictions: another system that can help (and force) people into cooperation is to create large-scale biomes and terrain restrictions, associated with local weather and water resources, that will make imposible for certain crops to be cultivated in restrictive terrains. That will mean that there will exist a dissociation in space between different crops and trees, imposed by the environment, and traveling long distances to mantain them by the hand of a single person will not be posible. For example, while growing apples and pear in northern Europe is a possibility, growing grapevine and olive require an mediterranean climate, teabush and mulberry are tropical crops, while olibanum and myrrh require arid environments. That will force cities to choose crops according to their localization, and through a system of commerce, it would be posible to obtain varied goods and import themcreating a system of internal and external commerce. Designing a whole bunch of new crops will facilitate this, as trying to extend crops to grow everything will either mean less terrain dedicated to every crop or more terrain ocupied. That will make enclosing all of it nonsensical, and large scale crops will need to be cultivated outside city walls. Granaries and storage pits will be inside city walls, as will houses. Large scale crops, like grain, will be kept outside and orchards inside cities will supplement the grain diet. This can even develop into siege strategies, with crop burning techniques, and the need to protect city walls. This can also be extended to livestock, as terrain restrictions can make impossible to herd cows, sheeps or horses in tundra or arctic deserts where domesticated animals like reindeer or muskox will fare just fine. • Large Biomes: the previous system will go hand in hand with large terrains dissociated between them, forcing everyone to travel long distances to find different environments. Some of these environemnts will be welcoming, with mild weather and lush vegetation, while some others will be more arid, like North Africa or the Iberian Peninsula, while lands to the north will be cold, sometimes frozen and barren. Tundras will sustain hardy animals like reindeer, mammoth, wisent and muskox, steppes will be especially welcoming to animals like horses, wisent and cattle, montane regions will be inhabited by ibex, while coasts will be abundant in sea mamals and birds. Some cities will, of course, be founded in those boundaries between biomes, thus diversifying their economic possibilities, yet this will not ba a perfect strategy, given the aboundance of environments. As such, cities will cultivate different crops in different extention, and it will facilitate commerce among them and the creation of trade routes. Forced by their environments, tundra cities will be small and will dedicate themselves to hunting or herding, steppe populations can ideate a way to become herders and horse raiding people (like huns, turks or mongols), coastal cities will need to expend a lot of time in fishing activities, cities set in arid regions will have to import grain but will be able to export mining products (salt, gold, precious stones), perfumes and incense material or incesne itself. • Large Water Masses System: it it was possible to distinguish rivers and large water masses occording to their width and depth, maybe it would be a good idea to make some of these into “salt water” or seas, where the fish catch will be substantially different to that of rivers. Here large schools of fishes can be marked as dark sillhouetes, and exploiting them may yield a lot of fishes for processing or consumption. Oily fishes, for example, are more common in northern seas, and large quantities of fish can be dryed, salted, smoked, put into oil or fermented, all of it to allow storage and transportation. If combined with seasonal patterns, some fishes can be more abundant in certain periods of time or seasons. Also, around these salt water basins there will appear a lot of seabirds, marine mammals (walrus, whales, narwhals, monk seals, dolphins) and varied seafood (squid, octopus, crabs) and different sea creatures that can be studied (sponge, sea urchin, coral). • Herding System: as a biome terrain restriction system begins to affect livestock and also crops in general, livestock rearing will need to change too. One possible escape from this is dessigning a herding system in wich animals can be mantained outside city walls for extended periods of time, being guided between “grazing lands” o “statal pastures” to feed, thus not straining the cities resources that should be stored fo face scarcity. Cities can begin to hire “herders”, with necessary equipment and skills, and these can guide, daily, the herds to the pastures, designed by the propietors and marked through pillars or stones. Herders will receive salaries for the day’s work, and maybe it should be automated, though I know it seems as a difficult system. Stealing sheeps beyond what can be eaten will be frowned upon, as these herds will be enormous in numbers, and few big cities will be abble to support these indoors, leave alone all little settlements. Nonetheless, some animals, like bears, wolves, cats, or other players, will be a danger to consider, and every animal will be consistently marked by its propietors. Realms and cities will regulate the “herders” and “herd propietors” and can tax the second one according to the number of heads they have, maybe giving some sheeps to the realm or city. As it would be undesirable to steal as taxes will increase and reproductions rates are generally high, foreign herds will luckily left to their own devices. • Banking-Currency System: a city accumulating valuable goods or rich private investors should be able to found Banks once their riches reach a certain amount (very high). In these Banks they can store these valuable goods, acting as commodity Money (Beaver pelts, carved greesntone, minted coins, grain sacks, etc.) and they may lend Money to clients. Mostly wealthy clients will deposit Money and will ask for “banknotes” in accordance to the goods stored, signed by a selected official representative and they may take these with them into other cities. Ideally the same investors, city bank representatives or realm bank representatives will build “bank subsidiaries” or “branch office”, maybe smaller houses, where the goods can be extracted with the banknotes. This system will make possible the use of currency, and their influence will make its use accross cities realms or kingdoms a possibility, even official banknotes (signed by a bank representative or in a bank by an unmovable mint, and as such traceable) can be used as Money as long as the bank can give the amount specified on it to the one who presents it to the bank. Of course, currency will make possible taxation, rent and will make barter obsolete, or relegated to peripherial areas, to lesser markets or other distant lands not under cities or realms influences. • Waystation Trade Road System: making roads and trade routes through which to travel easier will be a huge necessity if importation and exportation becomes official and these will hugely benefit from “waystations” along them. Such waystations could be built on the periphery of personal claims and minor villages, and travelers may interact with these (maybe with “inns” inside cities walls too) paying for servicies (like a gas station) and buying goods as food, feeding their horses and maybe resting a little. The resources will come from nearby settlements or the owners, and the Money or commodity goods obtained will belong to the owner of the waystation. Thus long distance travel will be a possibility without risking to loose a horse. In real world, many routes extended across the world, among these were included the Gold Route, the Silk Route, the Spices Route, the Amber Route, the Fur Trade Route, the Salt Route, demonstrating how important commerce between regions was, a vital part of the ancient world. Spices, even though they serve little purpose in the game actually, could be addapted to give different buffs as to promote its production and trade. • Services System: trade and herding, among other activities, could be related directly to a system of “services” and a system of specific credos and skills tied and regulating these. Creating a system of “services”, to iversify the already varied plethora of “goods industry”, means that some people can dedicate themselves to some specific functions in society, not necessarily productive. Such services include religios, constructive, mail and trade, the already mentioned herding, medicine, tax-collecting, defenses, magic-witchcraft (including spells, divination, amulet making, potioncraft), funreary services, labour, animal-care, as examples that I’ve come to think so far. These service-men will dedicate part of their time to offer different “services” to general propulation, not dedicating their time to productive tasks like agricultural activities, fishing or mining, thus they will need to be paid for their services, in kind, commodity money or currency, to be able to purchase wathever goods they need (food, clothing, commodities) or rent houses. The credos and skills required to offer these services shall be time and resource consuming to obtain, so as prevent everyone from having every skill and following every credo, thus people from villages will cooperate, specialize themselves in different areas of production, craft or servie, and offer these to their peers for an adequate payment. This will also mantain “currencies” and “economies” by giving value to the local commodity money and /or currency, because not everyone is going to be able to obtain these items. If this Money is also consumable (salt, beaver pelts, glass beads, iron nails, cigars), extractive and productive methos will never be ignored, goods will be sold to service-men, and the money obtained from selling goods will also be used to pay services. • Salt/Jade/Amber Mining: historically numerous populations have benefited from mining important resources, and among those, salt, greenstone/jade, gold and amber have been particularly important. In the past, long trade routes were used to transport these goods, and salt or jade were even used as currencies, Romans even used salt to pay its “salaries”. These goods, like salt, if consumable, will make its importation even more necessary, while the limited amount of precious substances like greenstone, gold an amber make these good prospects to act as currency or used as commodity money, stored in large quantities by important and rich banking institutions and realms, or even rich merchants. • Homing Pigeon System: wether paper-making becomes a thing or not, different “mail” systems could become possible, althoug leather strips and leather have also been used historically to write and sent messages. One of these mail systems would be considered a “service”, some players offering to send mails between settlements and villages. Another system would be a “homing pigeon”, enabled if doves can be domesticated into pigeons. Given the current messaging system, a mail or homing pigeon system doesn’t seem too rewarding or necessary, but It can be considered as a method of communication between long distance online and offline players. If someone needs to tells something to an offline player, a pigeon can be selected from a dovecote, a message attached to it’s leg, and sent to another known player with a dovecote, where he or she will be able t oread the message once he logs into the game and inspects hiso r her home dovecote. Of course, pigeons and doves will doublé as edible animals, so any extra pigeon can be eaten, and it may be necessary to teach certain and limited “directions” to any given pigeon. Once it has learnt the direction, that dove will only be able to travel to that location and back and nowhere else, thus many pigeons may be required to communicate with different settlements and houses. There are different breeds of pigeon, and slecting one of these may help recognize different individual ovned pigeons. • City Specialization System: given all the items considered before, it would be possible for different cities in different localization, to develop their own economies and industries, depending on the surrounding environment. Thus coastal cities will fish, tundra villages will hunt, villages in rocky terrains can be founded to dedicate to mining activities, continental villages will herd or grow crops, and the terrain and weather will determine which crops can be produced, how can they be processed into trade goods (incense, silk, precious metals items, hard metals, mulled wine, etc). The impossibility to do everything at once and in any given place will make trade and commerce as well as cooperation an imperious necessity. • Visible Structure Deterioration: there is not too much to say about this idea, but it’s would be great if deteriorating structures, be them processing stations, houses, walls or anything else, could change over time in accordance to their state of deterioration. • Structure Destruction-Recycling: it would be grat too if different structures could be destroying leaving behind part of the resources that where used into its construction. It will always lose part of the material, but the remaining can be used to build new structures or craft new tolos and craftings. • Religious Practices: mostly explained in religious or “sacred structures” above, it is nonetheless related to the next section abount a possible mythological system I have formulated that could be used to extend the game lore. • Festivities: one of the festivities strongly present and more vividly recorded from germanic people are Yule and the celebrations of Ostara. These coul be associated with religión and gods of the Hearthlings, celebrations in which food should be abundant. Yule, for example, would requite a “Sacred Tree” to be adorned, a Boar to be roasted (or a large Ham to be prepared) and a Giant Goat to be built from Straw, to be put on fire on the 25th December, alcoholic beverages (even eggnog) should flow and gifts should be exchanged between participants. Ostara, on the other hand, should be associated heavly with hares and rabbits, and “Painted Eggs” could be made in the preceding days to be gifetd of hidden around cities and forest, or maybe having them appear as curiosities when gathering curiosities, just like Itsy-bitsy Spiders and Webs.
Well, I had to cut this part from another thread, as it was put into another discussion altogether. This goes better as a continuation to the general list thatn together with the suggestion of the pantheon, though, so I though It would be better to cut in and add it into the original discussion. I needed to add some more items to the general list and the list of Ideas too (including mirrors, scissors, combs, coin purse, bolas, among other items, and a proposal of a "services" system ) that I thought about after formulating these lists. I hope adding Ideas to the list is not against any rules, and I will color them as to facilitate recognition, as the list is already quite long. If adding new items is not recommended or goes agaisnt forum rules I will desist from further intents, but if it's allowed (be them mine or suggested by someone else), i'll put them in color, and with each new "addition" (I hope there will be few new items in the future), older addition will be rended black as the rest of the text.
Actual addition to the geneal list includes: Obsidian mirror, bronze mirror, scissors, comb, letters, paper, bath tub, marble phallus, coin purse, pig skin ball, bola, pond. Addition to the system ideas: Mail-system and services system. Please, remember to point out whatever thing is already "offficially rejected" or already included into the game, so as to remove or cross out those from the list.