TeckXKnight wrote:Wouldn't that just mean that anyone who settles a super node will be extremely rich and powerful and anyone who doesn't will not be? This doesn't redistribute anything. It would create richer nodes and more nodes but that's it.
No it doesn't, as there will still be random HQ nodes sporadically distributed across the world as they are now. The only difference is that at regional scales there are more distinct differences between them (rather than they are currently where every SG is essentially the same as the next one over). If you happen to spawn at a resource supernode, you won't first realize it until you notice several good resource nodes of the same type around you (instead of just the random HQ one you can trip over and monopolize). Sure a single person can still monopolize the choiciest one within the region the supernode covers, but there would likely be several other nodes in the area that other people could grab.
So to properly monopolize the multiple nodes you'd need more planning and infrastructure, and coordination with other people. Also that area will develop a reputation for being an area of better X resource than other areas around. The main point is trying to provide more distinction to regions of the world, while not making resource distribution unbalanced.
Of course, if the map generators in general were changed to have real regional diversity, this wouldn't matter (like say a SG in full has very few of terrain types X, but is prominent in terrain types Y, compared to the next SG over). But I'm not sure if the map generator will ever be like that or not.
This adds something fairly simple that might provide regional distinction that doesn't fundamentally change anything major with distribution.
bitza wrote:not sure if i completely understand, but some sort of dynamic node generation - looks like you touched on it with 'child nodes' - would make the resource part of the game more interesting.
i guess it's all a pipe dream at this point, but mixing up the node locations once in a while could be a lot of fun - tied to in special game events. say a volcano occurs on a mountain and new ore deposits are created underneath, an earthquake occurs and new clay spots are generated, heavy storms create new water nodes, and so on
Well, it's not really that much of dynamic node generation, as the single resource nodes will generally be distributed the same way (the only possible difference is maybe have the supernodes influence more generation of their resource nodes under its influence than might otherwise have been generated there randomly).
And again, this is only something during world generation, I don't see how it could apply to an existing running world. Although your suggestions about having dynamic events would be interesting (but require a lot more thought with balance).
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)