Pls add province-level content

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

Pls add province-level content

Postby ulbu » Thu Jul 23, 2026 8:12 pm

Supposedly most powerful village can establish administration over own province. Distinct from founding a realm, but should be mechanically similar.
Basically, mini-realms.

- Gives some local bonuses (quality, speed, etc), in addition to realm's. Easier to obtain and upkeep totems, but less considerable buffs
- Allows to build couple new brick/shingle buildings in the province for everyone. Brick house and (smaller) brick tower would be cool.
- Adds province chat once established
- Allows getting a small fraction of XP earned in entire province to distribute in that village.

- Can't establish in core province of realm
- Can establish only when your province is under realm.

Potential possibilities are sort of endless:

- Interaction of realms with provinces and province specialization
- More meaningful things to raid for raiders
- Founding other villages on border of two realms (which often happens to be along river banks) to enjoy bonuses from both, based on which side of village you're in
- Research mechanics for:
-- Official province market that you can port to? (if research is done)
-- Roads that don't decay? (if research is done)
-- Free/cheap/easy sketches with province logo?
- Province hat province bird Crafted weapons might get 'Crafted in Gunlaw' modifier?
- Unite with neighboring civilized provinces? (by investing some considerable XP / performing ritual / buiding stuff / clicking buttons)
- Raidable NPC camps? (like skeletons or other Nordic stuff), where you can get low q gear for free.


Not to mention that all of it can be used for griefing which is fun.

Suggest your own
Last edited by ulbu on Fri Jul 24, 2026 11:41 am, edited 3 times in total.
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Re: Pls add province-level content

Postby magnet » Thu Jul 23, 2026 9:45 pm

yeah i need this for my ethnostate larp village idea

unironically though itd be nice to have more ways to link yourself economically with your neighbors without completely teaming up

always thought the realm buffs were cool
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Re: Pls add province-level content

Postby linkfanpc » Fri Jul 24, 2026 4:32 am

yea this would be really cool. i can imagine villages can build little totems that give really tiny buffs like +1% higher chance for *uncommon forageable* to spawn or -1% chance for fish to destroy tackle to the whole province and whichever village has the most totems at any given time is named the province's top/chief village

province chat would be epic. having to make it yourself is also epic.

Tiny fraction of XP being funneled to and distributed amongst the top village could be fun and encourage competition

and villages competing not in war but to build things sounds like a grand ol time to me
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Re: Pls add province-level content

Postby Fostik » Fri Jul 24, 2026 8:02 am

To complement, there was a thread with discussion about that: viewtopic.php?f=48&t=79478
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Re: Pls add province-level content

Postby vatas » Fri Jul 24, 2026 12:10 pm

Fostik wrote:To complement, there was a thread with discussion about that: viewtopic.php?f=48&t=79478

Trying to rephrase what I tried (and perhaps failed) to communicate in clear/concise manner: incentives for both "random hermits/casual players living in the province" and "realm owner controlling the province" should overlap, at least to a degree. This is already theoretically the case with the realm buffs and everyone living in the Realm contributing to the a "treasury" that the realm owners can use as they'd like, compensating for the effort that went into the buffs.

The main problem is that because the Buffs also consume the treasury, there's a clear and obvious incentive to just turn them off. Especially if/when population starts dropping even with buffs and the drain from them becomes greater than the income. To tie into this thread:
Maybe buffs could be partially be handled per-province basis and treasury can only receive surplus?

There was also the idea that anyone can build Realm Buff objects and set them to contribute for specific, desired Buff. Starting to get completely off-track.
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Re: Pls add province-level content

Postby ulbu » Fri Jul 24, 2026 2:47 pm

vatas wrote:
Fostik wrote:Maybe buffs could be partially be handled per-province basis and treasury can only receive surplus?


This is what I meant by 'realms interacting with provinces', yes. There should be distribution of responsibilities, but not in a way that blocks higher authority, realm that is, from overriding it.

As an example, Realm N has 120% bonus to swan quality. However Swansk province has additional bonus +10% to it, which gives 130% to swans in Swansk, and e.g. 122% in entire realm, with max buff being 130% from max 5 villages/provinces. If realm does not have 'Heraldic swan', then Swansk still has +10% to swans, and realm has nothing, or maybe 1%, with max +5%

But these are fine details - all kinds of things really can be imagined there - once the groundwork for making mini-realms is done. Most importantly, I think this is a good mid-tier content for villages that are not good enough to run a realm, but are way above running just a palisade.
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Re: Pls add province-level content

Postby Potjeh » Tue Jul 28, 2026 10:23 pm

It would be great to have province stuff, but IMO it would be even cooler if it was it's own set of mechanics instead of a small scale copy of realms. Realms need to be pretty hands-off cause they're big so it's unrealistic from people from far away provinces to go to the capital, but provinces are small enough to make the province content an opportunity for the locals to gather and interact.

So, my suggestion is to add local festivals. First, a village needs to create festival grounds - only one per province, so it's kind of a race to get it first just like getting a realm up. Festival grounds unlock the province chat, but nothing else. To get actual buffs you first need to build shrines on the festival grounds, and you can have one for each buff category (hunting, mining, crops, cattle, etc.). The owner gets to set what each shrine buffs, it could be a modest buff for a generic category (+10% quality for all foragables) or a strong buff for one very specific thing (+100% dragonfly quality), or something in between. Since provinces are pretty small and tend to have a lot of one specific biome you can tailor the buffs to be better than realm-wide buffs, which encourages trade and travel.

Now, to get the shrines to actually give the buffs is where the festival part of the festival grounds comes in. First three days of each season (ie one RL day) are the festival days when the shrine buffs get charged, and the strength of the buffs scales with how much charge they get. The buffs last until the end of the season, when you get to have a new festival and pick different buffs that are more appropriate for that season (you wouldn't buff dragonflies in the winter lol).

Charging the shrines is where the gathering of locals comes in. There can be multiple ways to add to the charge, but all of them involve visiting the festival grounds. For example, feasting at the festival grounds could give a little bit of charge to all the shrines. Feasting at the festival would cost less hunger and give less satiations, so it'd be an opportunity to clear out your backlog of crafted food. Maybe there could also be some festival-related foods that are usually underwhelming but really good if you eat them at a festival, for example Yule Log for the winter festival. Another way could be offering sacrifices to a specific shrine to get a more sizable charge on just one buff. This could give some value to less valuable local resources or be a sink for some objects that tend to clutter up your base. For example you could dump all your extra logs into the forestry shrine, or sacrifice all the extra pigs at the cattle shrine.

Basically, the idea is to incentivize festival visitors to come both with immediate benefits and the prospect of buffs for the rest of the season, and to incentivize festival holders to provide a safe and welcoming environment so that the buffs they pick are as strong as possible. The end result would hopefully be a bit more socialization between the players.
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Re: Pls add province-level content

Postby ulbu » Thu Jul 30, 2026 6:04 pm

Potjeh wrote: The end result would hopefully be a bit more socialization between the players.


ngl what you wrote is long and complicated for day 1, but spirit of general direction should be "more than a village" (bonfire -> fair -> siege) and "less than a realm". Sieges are the funniest events in the game. Collective feasts are the funniest events in the village. I don't see why there shouldn't be a province analog for it.
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