Avu wrote:Reducing the number of villagers required to 2 will make village griefing so much easier other than that yeah good ideas.
Well, as far as I'm aware village griefing falls into two categories:
#1. Lowering Animal level. This can be addressed by having Hamlet's not reduce animal level. Villages reduce animal level by a marginal amount for a small radius, towns a larger amount for a larger radius and cities fuck shit right up animal-wise. A Hamlet is really just a way for a small number of people to say "Hey, we've setup here" and provide some easier management than kin options.
#2. Claiming land just to piss off the original town. If a system of using authority to take-over a nearby village can be implemented, then this is just a matter of the original town building up auth and simply wandering over to the Hamlet that just popped up and nixing it (In other words, the more active and better organised town will win). An incident like the attempt to take-over the markets at Brodgar may have been resolved by NoFace simply walking over to it and expending some saved Brodgar authority to remove the claim (assuming it's within a certain radius of the Brodgar Idol; which increases based on town level and authority).
Similarly the Q82 clay spot could turn into an epic battle of "Which village can organise better and build-up authority before the other one?" Which might make for some interesting mechanics and battles, before someone wins (rather than leaving it as the clusterfuck it essentially is now).
The other option to add is increase the distance Villages need to be away from one another, so that villages really can't be built right on top of each other. At the moment, they can be built fairly close (ref: Q82 Clay spot). Increasing the radius you're allowed to found another village nearby would reduce griefing further. EG: Hamlets have to be at least 500 tiles away from any another Hamlet; 1,000 away from any Villages; 3,000 away from a Town or 10,000 from a City (or numbers to that affect).
Additional Brain Fart while I'm here: "Trading Town" specialisation. This halves the agility / travel weariness required to travel to the town in question via Crossroads, therefore making trade easier. Maybe the town can spend authority to reduce this even further or such towns are able to build special "Trading Post" buildings which reduce it even more (and double as providing a location for people to trade in). Added to this could be more town-specific buildings like General Stores, Inns and the like so weary travellers can pay a few coins for a bed for the night or grab a cup of ale and head-off.
An Inn could have special NPCs like Innkeeper or Bartender which function much like Vending stands (people pay coin for a drink or a bed). With the upside that they're killable and cost village authority to replace. Hell, add in NPC town guards (which cost authority to establish and maintain; and perhaps food or other resources dumped regularly into a special Barracks building as well) and suddenly you have a mechanism by which claims can bite back. Towns would have to organise equipment for their guards and could expend authority to level them up.