Villages > Cities > Empires

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

Villages > Cities > Empires

Postby farmchamp » Mon Oct 19, 2009 5:19 am

The Village, the most basic form of living in the Hearthlands, apart from all on your lonesome. But currently that is all there is. I will go a little bit in depth of not only how cities, but entire empires could function on a basic level. Being in a city or empire would give you a boost to your quality of things such as metal working and other more civilized skills.

The City

A City would require a village idol, and would change the village from a small group of hand picked people to a little less forgivable society. The idol would be made into a statue made of stone and metal. A city would have public areas, made by placing Public Banners. This would allow anyone to go and interact with the resources at some level. You can't build there or destroy, but other than that your good. Essentially, these would allow people to get to the City Idol, where they can submit a request to join. It gives the lawspeaker a list o their traits and levels. They can accept or deny it. Cities are about living there, not just taking and giving resources like many villages. Once in a city, you have 5 weeks to put you hearth on City property. The Mayor of the city can build a City Hall, using 100 stone, 300 boards, and 100 blocks. It is twice the size of a cabin and has two floors.

The Empire
An empire would require 5 societies, 1 of which must be a city to be the capitol. To make an Empire you need to up your City Idol to an Empire Idol, made of 5 gold bars. A hefty price. To join an empire you must have the 4 law speakers and the soon to be king gather at the City Idol. They all place in a bar of gold, and the king then writes the name of the empire on it, like a runestone. The Empire is now made, and the king can build a throne, and a Castle using 1000 stone and 100 of any common metal, also a hefty price. It is 10 times the size of a cabin with 3 floors. In an empire you can use crossroads that lead to sister societies as if you were in all of the cities/villages. In other villages/cities in your empire, you can't build or destroy, but you can become a member of it even if you are already in a village/city, as long as it is in the same empire for full rights.

Thanks for reading, it isn't much, and most of the ideas need heavy rethinking, but its my 2¢.
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Re: Villages > Cities > Empires

Postby CG62 » Mon Oct 19, 2009 7:14 am

I don't think it should be called an "Empire", simply because that implies that they have territory captured from other kingdoms.

Perhaps it's Village > City > Kingdom >Empire (when you capture a foreign city).

Of course, organized warfare and such requires many more players than we have. We don't even have enough player for a single legion :|
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Re: Villages > Cities > Empires

Postby Potjeh » Mon Oct 19, 2009 7:32 am

Legion? You'd be hard-pressed to assemble a maniple.
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Re: Villages > Cities > Empires

Postby jorb » Mon Oct 19, 2009 5:26 pm

One of the things I don't like with the village system in general is actually the hardcoded requirement for five members per village. It's fairly easy to exploit around by using alts.
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Re: Villages > Cities > Empires

Postby Yolan » Mon Oct 19, 2009 6:07 pm

One of the biggest problems we ran into in Brodgar was requirement of adding people manually.

As suggested elsewhere, I think a major village priority is some kind of GUI accessed by chieftan/lawspeaker at the idol, which gives you a list of current players (who you can boot/etc), and also shows pending requests for membership.

I would also like to see:

1) multiple flag colors. Each color represents a zone which has its own access membership (flagged in totem). This can be used for larger towns/cities where you might want to have tiers of access. Say, your general town is open to all members, but your inner keep is open to trusted individuals only, and your treasury is off limits to all but a handful.

2) buildings that are supporting of higher density living. keys for building doors.

3) large stone block walls + siege engines.

4) war. declare war on a village. peace must be reciprocal. no scents left when crimes committed by warring members against each other.

5) diplomatic options. OP's suggestions sound good. Defense pacts would also be good.
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Re: Villages > Cities > Empires

Postby CG62 » Mon Oct 19, 2009 9:48 pm

Yolan wrote:One of the biggest problems we ran into in Brodgar was requirement of adding people manually.

As suggested elsewhere, I think a major village priority is some kind of GUI accessed by chieftan/lawspeaker at the idol, which gives you a list of current players (who you can boot/etc), and also shows pending requests for membership.

I would also like to see:

1) multiple flag colors. Each color represents a zone which has its own access membership (flagged in totem). This can be used for larger towns/cities where you might want to have tiers of access. Say, your general town is open to all members, but your inner keep is open to trusted individuals only, and your treasury is off limits to all but a handful.

2) buildings that are supporting of higher density living. keys for building doors.

3) large stone block walls + siege engines.

4) war. declare war on a village. peace must be reciprocal. no scents left when crimes committed by warring members against each other.

5) diplomatic options. OP's suggestions sound good. Defense pacts would also be good.


All of this, but for wars we'd either have to get a HUGE influx of members, or a smaller map.

Seriously, it's like, 30 people on during peak hours (or at least, when I get on), and we have 9+ supergrids? In order for organized warfare there'd need to be a catalyst, I.E. Land or resources. As of now, we have plenty of both.

Depending upon the flow of players, I am hoping for a smaller map next reset.
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Re: Villages > Cities > Empires

Postby lithos » Mon Oct 19, 2009 11:15 pm

CG62 wrote:
All of this, but for wars we'd either have to get a HUGE influx of members, or a smaller map.

Seriously, it's like, 30 people on during peak hours (or at least, when I get on), and we have 9+ supergrids? In order for organized warfare there'd need to be a catalyst, I.E. Land or resources. As of now, we have plenty of both.

Depending upon the flow of players, I am hoping for a smaller map next reset.


People will fight no matter what you do, You don't need to do something as artificial as a small map to get fighting.
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Re: Villages > Cities > Empires

Postby MasterCatfish » Mon Oct 19, 2009 11:51 pm

Yolan wrote:2) buildings that are supporting of higher density living. keys for building doors.


Bunk beds!
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Re: Villages > Cities > Empires

Postby theTrav » Tue Oct 20, 2009 3:49 am

CG62 wrote:Seriously, it's like, 30 people on during peak hours (or at least, when I get on)

You do not play during peak hours then. There's 40 people on right now, I think I normally see a peak of about 65 ish, I typically play during a slow period and there's usually about 30-40 people on when I play.

Many more players would be great, I'd like to see around 2-400
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Re: Villages > Cities > Empires

Postby Lightning2 » Tue Oct 20, 2009 12:01 pm

theTrav wrote:
CG62 wrote:Seriously, it's like, 30 people on during peak hours (or at least, when I get on)

You do not play during peak hours then. There's 40 people on right now, I think I normally see a peak of about 65 ish, I typically play during a slow period and there's usually about 30-40 people on when I play.

Many more players would be great, I'd like to see around 2-400


Indeed, 400 would be great, but then again I want a much larger basic map, a better server first.
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