The idea of elections described below is totaly replaceable but i thought it would be funny and make village management easier.
I fully expect the devs to ignore this and add whatever the hell they feel like, though. It's their game, after all.
Content
I. Villages
II. City
- City influence and sentry Towers
Guilds
Writing desk
Diplomacy
Development stages of a settlement
Village
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 Kingdoms could function on a basic level. Being in a city or kingdom would give you a boost to your quality of things such as metal working and other more civilized skills.
Village Authorities: Chieftain, hirdsman,lawspeaker
jorb wrote: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.
There are several solutions for this:
A hardware based method meaning only one IP address can participate in founding. But i think you dont like that as you said it some where in the forums.
A software based method meaning it is dependant on the characters. The only thing different between an alt and main are gained LP/skills. To found a village you need some kind of socialising skill ie "Village Spirit" like the Lawspeaker needs to become Lawspeaker. This would make it at least a bit more difficult to make a village with alts.
Also if your concern was because of village griefing than you may move the "Remove claim" to the city authorites described below (would be harder to grief if you had to build village and need to upgrade it to a city too)
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 (you need at least 10-20 people that may or may not need some kind of "City Spirit" skill ). The idol would be upgraded into a statue made of stone and metal and a lawspeaker has to be chosen by anonymous election (the city member with most votes becomes lawspeaker). While there is no Mayor no one can be kicked for obvious reason. The lawspeaker can be reanounced if 70% the city member make a "vote of no confidence" and then will elect a new lawspeaker. Member of a city can now candidate for the Mayor Duty. Right after that the lawspeaker may erase names of idiots and determines the length of the election (one - five real days for big cities) and starts it. Now every member makes an anonymous vote and the candidate with most votes becomes city mayor. 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 authorities 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.
City Authorities: Mayor (names concilors and guards), several councilors (=hirdsman), lawspeaker (denames Mayor), guards(=police); all of these can add members but only Mayor/lawspeaker can kick them.
The lawspeaker of a city can announce elections. These are done anonymous at the city idol (maybe some ballot-box animation) for several real days.
Guards get a special helmet to be identified and can vandalise/murder on "inner influence" (look below) without leaving scents.
City influence and sentry Towers:
Cities influence is split in some kind of "inner influence" (= system currently used) and "outer influence". "Outer influence" has much larger influence radius it affects (size of local/regional maps). Everyone can still act in that zone like there was no influence at all, but city authorities can build sentry towers in "outer influence" zone (but not on rival cities "outer influence"). These tower yield a big zone of "outer influence" and can be used by the members as some kind of crossroad system. Rival towers can either be captured or destroyed.
GuildA guild is an association of craftsmen in a particular trade. The earliest guilds were formed as confraternities of workers. They were organized in a manner something between a trade union, a cartel and a secret society. They often depended on grants of letters patent by an authority or monarch to enforce the flow of trade to their self-employed members, and to retain ownership of tools and the supply of materials. A lasting legacy of traditional guilds are the guildhalls constructed and used as meeting places.Source
When you pick a credo (or if there are no credos you can pick it freely) you are assigned to a particular "Guild" (Farmer Guild, Miner Guild, etc.). City Authorities are able to place a construction site (the building sign) for each kind of Guild in the public area of a city and all members can help building it.
You may now enter the guild house you were assigned to (or you have choosen) and are transported to the Master Guild house (for lone wolfs it may be called Tavern). In the Master Guild house you can exchange ideas, informations as well as goods with people from all cities but are unable to commit criminal acts (why would you harass fellow craftsmen?!). When you leave the Master Guild house you are transported back to your city in front of your guild house.
Writing desk
"The more powerful the people the bigger is their desk." Mayor (Kings) have a big desk in the town hall (palace). By clicking on this desk there will pop up several actions for now: Diplomacy , Jobs and Taxes.
Jobs and Job board
By selecting "Jobs" he can create a "mission" for example "Town in need: 20 cast bars Reward: gold nugget". These are goods are stored in the treasure chamber (cellar) of the town hall (palace) and can only be accessed by town authorities. It is not possible to steal from these (maybe unless you have the key). Jobs created will show up on the job board in front of the town hall (palace).
Taxes
When selecting "Taxes" there are two options: "Demand Taxes" and "Create evaluation list". Clicking on "Create evaluation list" he can make an evaluation list for all craftable items and assign numbers to estimate the items value.
The mayor (king) can "Demand taxes" which have to be paid or result in a kick out of the community (or something less harsh). The taxes are paid in form of goods which can be placed slide outside the town hall (palace) and drop into the treasure chamber.
Diplomacy
By selecting "Diplomacy" there are two options: "Declare war and peace" and "Defense pacts" which bring up a list of all cities (kingdoms) to interact with.Yolan wrote: Declare war on a village. peace must be reciprocal. no scents left when crimes committed by warring members against each other.
City Mayors are able to declare war on other cities by clicking on their writing table in the town hall and select "Declare war". The other town have to accept this declaration or it will be declined and the aggressor town is only able to raid with leaving scents. War will incidence some days after the war is decleared. No scents are left when crimes committing crimes on the other city's "outer influence". Peace may be restored by the city mayors.
When a kingdom declears war to another kingdom all cities will be in war.Yolan wrote:diplomatic options. OP's suggestions sound good. Defense pacts would also be good.
Defense pacts work the some like war declarations. Members of allied cities are not able to steal,vandalize or harm allied people on cities "outer influence".Yolan wrote: buildings that are supporting of higher density living. keys for building doors.
In a city you are able to upgrade your Log cabin into stone house with a lot of stones and maybe iron. These houses can be only entered by the owner with a key (maybe thiefs with lockpicking)
The Kingdom
A Kingdom would require 4+ cities, 1 of which must be a city to be the capitol. To make a Kingdom you need to up your City Idol to an Kingdom Idol, made of several gold bars. A hefty price. To join an Kingdom you must have the mayors and law speakers and the soon to be king gather at the City Idol of the town that will be the capital. The mayors all place in a bar of gold and build the capitol idol. The Kingdom is now made and the mayor of the capitol city becomes king. The king can be reanounced if 70% the lawspeakers and city mayors make a "vote of no confidence" and is elected by the mayors and lawspeakers (who gets most votes will become king; he is forced to govern from the capitol city though). The king can build a construction side for a palaceusing 1000 stone, 100 of any common metal and some gold, also a hefty price. It is 10 times the size of a cabin with several floors. It can only be entered by city authorities.
In a Kingdom you can use the cities idol to travel to the capitol city without increasing travel wearines. In other villages/cities in your Kingdom , you can't build or destroy, but you can become a member of it even if you are already in a city, as long as it is in the same Kingdom for full rights.
Kingdom Authorities: King (can travel to any city idol, names master builders and life guards), several mayors and lawspeakers, some master builders, some Life Guards (=police may travel to every city like the king)
Master builders can place stone walls construction sites.
Life guards get some special item to be identified (mayb strong armor and helmet) and can vandalise/murder on "inner influence" of every city (look below) without leaving scents.
tl,dr Cliffnotes:
- - Village => City => kingdom
- guilds
- palace/stonewalls/sentry towers
- diplomatic options
€1: added elections
€2: added writting desk/ job board
€3: added guilds