dra6o0n wrote:Wooden dummies to train combat on?
Heck militia training clearly says it allows you to construct them.
Well studying primitive doll can unlock a "voodoo doll" curiosity recipe that takes clothing and a block...
Although it might lead to people stealing not only pants, but shirts too, to make this.
Studying animal items, like ants, can give you recipes to carve little wooden insects for fishing bait.
It might be handy to have a curiosity that affects archery...
Clay chariot could possibly enable you to build chariots with wheelmaking, as a two person vehicle that's faster than a wagon on road, and wagon speed off road.
Handy for racing I guess.
I suppose it could develop that way; however, I explicitly stayed away from "practical" unlocks for reasons of balance. Being able to unlock something like a chariot or training dummy should
not be left to chance; while everybody would, theoretically, have an equal chance to acquire these recipes, they wouldn't all follow the same "development path" to get there. Some might get it early, some late, and it would be entirely based upon arbitrary randomness.
I didn't think people would appreciate that. While I wouldn't mind, necessarily, it might throw a bit of a monkey wrench into this whole "balance" thing. While the weak have the same chance as the strong, theoretically (barring availability of curiosities), the strong would benefit more from it than the weak would. If one unlocked some sort of "super armor," they'd have the means and resources to produce it and distribute it to all of their clansmen. Of course, the one Hearthling who unlocks the armor might not be spec'd to produce it most efficiently, but well-established villages will have much less of a problem dealing with incorrect specialization than the hermits or small villages.
Hmmmmmm. I ramble.