Suggestion:
In the next world, we (by which I mean, those interested parties), build a city as close to the RoB as possible, with careful attention paid to matters of security.
Function:
1) Welcoming home for new players to move in to initially.
2) A place to locate a major trading market, designated warehouses (walls where you keep the key), and even a bank? (down in a maze in a mine?)
3) A spot to have a 'hall of chieftans'. Get chiefs of the major friendly villages/towns of the world to meet there, nut out some kind of political system (an alliance? a shared legal code? an empire?? Democratic elections?)
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End
- Posts: 11
- Joined: Sat Aug 01, 2009 1:55 pm
Re: Brodgar
That would be awesome if it works out, maybe you could even have a player run auction house!
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lazerdix
- Posts: 76
- Joined: Thu Jul 30, 2009 2:51 am
Re: Brodgar
I was actually going to set up a "LAZERINN AND TRADE" along a major crossroads but I decided that was a colossal waste of time because the map would be reset soon and I needed to grind lp like a motherfucker.
maybe next time.
maybe next time.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Brodgar
Building shit is actually one of the best ways to get LP, so you should go for it. I think the game is just about to reach sufficient population density for such projects to be viable.
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Laremere
- Posts: 736
- Joined: Fri May 29, 2009 9:02 pm
Re: Brodgar
I think for such a town to be viable, things would need to be divided into relatively large blocks with 5 wide roads in between. (it has to be at least five to account for the space required between claims)
I would love to help with such a thing. Mainly my like is the possibility of a market where people from all different towns come to buy and sell things. Each town should be able to have one block for themselves to set up a store room.
I would love to help with such a thing. Mainly my like is the possibility of a market where people from all different towns come to buy and sell things. Each town should be able to have one block for themselves to set up a store room.

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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Brodgar
3 stones wideLaremere wrote:with 5 wide roads in between. (it has to be at least five to account for the space required between claims)
1 plowed for each side
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Erik_the_Blue
- Posts: 218
- Joined: Mon Jun 22, 2009 10:15 am
Re: Brodgar
If it's a busy trade community, you'd want the roads wide enough to facilitate two carts going in opposite directions. Five-wide roads would be sufficient, but you might want them wider just to make things less of a hassle (maybe someone should experiment when the cart bounding box fix is implemented), and wider still if you want roadside flax.
As for the size of large blocks, it's probably best to agree on a standard size now rather than fight about it in New Brodgar. Assuming these are used only for storage purposes (production is off-site), what would be an acceptable interior space? I don't really have a good perspective on this, but couldn't a 10x10 space comfortably hold a couple carts, dozens of chests, and still have room for people to move around?
There's also the issue of how the spaces should be alloted. Should communities be responsible for building their own space conforming to standards, or should a central authority build them and then rent/sell them?
What about security? Collective? Centralized?
There're lots of questions about how this should be implemented, but the more that are answered before the reset, the more likely something will develop.
As for the size of large blocks, it's probably best to agree on a standard size now rather than fight about it in New Brodgar. Assuming these are used only for storage purposes (production is off-site), what would be an acceptable interior space? I don't really have a good perspective on this, but couldn't a 10x10 space comfortably hold a couple carts, dozens of chests, and still have room for people to move around?
There's also the issue of how the spaces should be alloted. Should communities be responsible for building their own space conforming to standards, or should a central authority build them and then rent/sell them?
What about security? Collective? Centralized?
There're lots of questions about how this should be implemented, but the more that are answered before the reset, the more likely something will develop.
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lazerdix
- Posts: 76
- Joined: Thu Jul 30, 2009 2:51 am
Re: Brodgar
obviously this sort of thing is best handled via a privatized owner who then sorts it out among parties.
unless you guys can all come to some sort of conclusion lolz.
unless you guys can all come to some sort of conclusion lolz.
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PhaedrothSP
- Posts: 544
- Joined: Sat Aug 01, 2009 6:07 am
Re: Brodgar
I was actually thinking it might be nice to have an actual city/town made around the RoB by the devs for the map reset, maybe throw in some NPCs like the one in the Inn for tutorial purposes. Although, that idea's ...well kinda crazy.
What I would like to see though, with this player made city, would be a coin based economy. Sure it might be a while before people even work up enough metal to make the coins, but I think it would be neat.
Miners/Smiths would trade metal/coins for say, meat, beer, coal, you get the idea. The person using that would in turn, in this case lets use a farmer, give the coins to farm hands in exchange for harvesting/planting/etc. Those farm hands could use the coins for food from a hunter, and the hunter could exchange the coins with a smith for some armor. ...Bah..I need to stop thinking about this stuff for a little.
What I would like to see though, with this player made city, would be a coin based economy. Sure it might be a while before people even work up enough metal to make the coins, but I think it would be neat.
Miners/Smiths would trade metal/coins for say, meat, beer, coal, you get the idea. The person using that would in turn, in this case lets use a farmer, give the coins to farm hands in exchange for harvesting/planting/etc. Those farm hands could use the coins for food from a hunter, and the hunter could exchange the coins with a smith for some armor. ...Bah..I need to stop thinking about this stuff for a little.
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Delamore
- Posts: 1234
- Joined: Mon Jul 13, 2009 9:11 am
Re: Brodgar
I'd like to see no NPCS , and restrict the tutorial to instanced areas you can go through before playing.
NPCs are a slippery slope towards less sandbox like play.
NPCs are a slippery slope towards less sandbox like play.