The bonfire is called the Heart Fire—it's essentially your life. Breaking it is wrong.
Idea:
Ban breaking the Heart Fire.
Exceptions:
Someone else's Heart Fire on a claim.
In this case, the bonfire is not broken, but moved to a random free cell within 50 - 100* cells of the claim. If there is no free cell, breaking the bonfire is prohibited, with the notification "There is no free space near the claim."
Reason:
- Abuse of breaking the bonfire.
- Adding new features
New features:
Closed areas. By banning breaking the Life Fire, it will be possible to create "closed territories." A player builds a Heart Fire in a certain area, voluntarily or under threat. Now they cannot escape by breaking their own Heart Fire.
The variety depends only on your imagination:
1) Prison.
- For the temporary detention of guilty allies
- Hostages, prisoners held until ransom is paid.
- For criminals
A prison isn't necessarily a cell for isolating a criminal, but rather an area or building where prisoners can work off their punishment (set up machines and a daily quota of 100 cloths and 100 ropes) or with amenities for an honored prisoner until their ransom arrives.
2) Military unit/training camp. Where you can come voluntarily or be brought in, where you will be trained to fight, but you won't be able to leave without permission.
3) Serf village. A place where players build their own fires, either voluntarily or under threat, and fulfill the demands of a superior. It can essentially be like a regular village, but residents won't be able to leave, for example, by taking your belongings.
4) Slave village. Conditions are worse, and the chances of dying or being killed are higher.
5) Colosseum. A way to use closed areas. Organize fights between volunteers, prisoners, and slaves for a reward, for the right to freedom.
- Set up a gateway with two doors and give each player a key to one of them. To exit or proceed to the next level, you must take the key from the enemy.
- The door will open when one of the opponents remains alive.
Interactions:
6) Capture / Surrender. Additional options include knocking, robbing, or killing. You can choose between these options or captivity. During the battle, you can force them to build a fire in a closed area on your claim. This can lead to various scenarios.
7) Hired Workers. Let's say a player has the skills you need, and you have the materials for the job, but they don't want to come to your village, or you don't want to hire them. The hired worker can build their own fire in the closed area, complete the job, receive a reward, and be freed. To check if someone has stolen anything, you can knock them down with their consent and inspect their inventory.
8) Serfs/slaves. Some will be able to take people into captivity under threat, while others may want to free them. It's one thing to avenge a dead person—it won't bring them back and could lead to more victims—but it's quite another to fight for someone alive.
9) Ransom. During a fight, if one decides to pay off their freedom, there's little reason to trust them—where's the guarantee? With prisons, this option will become more feasible.
And if you add the ability to pick locks, you'll be able to stage escapes, creating an additional option for freeing others from captivity.

