Tribes (Kingdom Precursors) Would Be Cool

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

Tribes (Kingdom Precursors) Would Be Cool

Postby Robben_DuMarsch » Sun Feb 01, 2026 3:20 am

Since Jorb is back, I figure I'd repost an idea that I'm not sure was considered because of the flood after 16.1 was announced.
I think there's a *general* consensus that Kingdoms feel partially complete and could be a lot cooler - Although I'm sure there are those that do not really wish to engage in the system at all. I think the former could be catered to, and the latter could be won over partially, with the following:

Because:
1. Kingdoms take too long to "come online."
2. Kingdoms *are* beneficial in that they create local communities in their area chats, and in theory drive some conflict between factions instead of vs newbs.
3. Kingdoms could do a better job at incentivizing interacting with randos instead of just playing with your buddies and ignoring newbs.

Therefore:
1. A "proto-kingdom" called a tribe should be formable in the first week (or thereafter) at any given thingwall.
2. They do not have specific owners, and instead are collectively and publicly owned (Jorb: Reeee), and they can be made at any given thingwall which receives an offering of an appropriate number of early game resources.
3. They can be expanded through similar means to Kingdoms, only anyone who has a hearthfire in the tribal realm has the ability to expand, making them somewhat cooperative and inclusive.
4. They offer random buffs instead of ones decided upon by a king, they have random names, and they have chat channels like current kingdoms. Some of these buffs could be somewhere between nominal and minor bonuses, but should perhaps be carried over to a full realm (permanently? for a time?).
5. The first kingdom to win a challenge in the tribal land inherits the entire tribal land, making them somewhat competitive. (Jorb: Proper bourgeoisie establishing property rights by enslaving the work output of the masses). However, a Kingdom may only inherit a single tribal land. All other tribal lands must be conquered as normal. (Monopoly bad.)
6. Expanding a tribal territory should provide an abyssal insight to provide personal incentive to those who spend time expanding them, rather than purely a communal bonus. Drop rates of these should be increased in bat caves to make them less rare of a commodity. This should have the secondary effect of making credos less burdensome in shorter worlds.
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Re: Tribes (Kingdom Precursors) Would Be Cool

Postby FaithfulToadd » Sun Feb 01, 2026 8:33 am

This idea sounds fun if you squint a bit and ignore the bad (or perhaps merely questionable?) parts. However, I appreciate, as I have recently found out, that there isn't much incentive to write a more specific or in-depth implementation without community support.

Public tribes might be good for community participation but I would prefer a system that involves a greater sense of personal ownership. Maybe that wouldn't matter if you got big enough gains for expanding your tribe. Some unique, high LP/H, low MW curiosities - in addition to Abyssal Insight - might sweeten the pot.

I just hope that Item #4 'random buffs' don't incentivize players to allow their own tribe to be taken over, e.g. 'The Canaanites have a WAY cooler random buff than us Benjamites. Bump this! I wanna be a Canaanite' and actively work against the interests of one's own tribe. Then again, there may be something to be said for the political intrigue arising from such a situation, so I'm torn.
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