The one of two reasons for starting war now in H&H is greed. The list of resources is pretty short, though: that`s soil, water, clay and sand nodes together with some wealthy fortresses. The idea is to add more reasons to fight.
In world 6(as it seems the only way to implement this) there should be special rare places which, when used right, can bring some bonuses to a holder. These could be forests, uncommonly rich with beasts or giving home to a rare ones(hey, plain which once in a while spawns horses!), rivers which are the only place where special fish can be fished out, salt caves, mushroom grooves and more. Loot from these places should be special and worthy, to provoke struggle.
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DatOneGuy
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Re: The histories of greed and resourcefullness.
I'm always for more resources but it needs a lot more planning on the devs part to implement these so they aren't so standalone but fully integrated into everything.
More stuff like this in general should be seen for sure. (Mushroom farms plz)
More stuff like this in general should be seen for sure. (Mushroom farms plz)
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Vigilance
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Re: The histories of greed and resourcefullness.
I agree. There needs to be more reason to fight. 

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
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Acanthus
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Re: The histories of greed and resourcefullness.
I like the idea and seem to recall that I've proposed something like this before in another thread, things like region specific animals/resources, like bears in the NW or NE or NC region of the map could be white making bear capes from those regions more of a status symbol in the South and increasing trade route values, but all that seems like it would take a lot of work for the devs what with making new or re-colored sprites and coding new items and their uses.
How about region specific forageable curios? The framework to use them is already set up, all you would need to do is make it so they only appeared in certain grid locations? Or would that be too much of an advantage on top of a good "resource"?
How about region specific forageable curios? The framework to use them is already set up, all you would need to do is make it so they only appeared in certain grid locations? Or would that be too much of an advantage on top of a good "resource"?
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mustachio
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Re: The histories of greed and resourcefullness.
Vigilance wrote:I agree. There needs to be more reason to fight.
"It is very unnerving to be proven wrong, particularly when you are really right and the person who is really wrong is the one who is proving you wrong and proving himself, wrongly, right."
--Lemony Snicket--
--Lemony Snicket--
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Riou1231
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Patchouli_Knowledge
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Re: The histories of greed and resourcefullness.
You may wish to add some ideas from Rye130's suggestion of Monuments and Wonders here. That being said, you won't find too much lacking of reason for wars but the willing to act is a bit less than the desire for greed as safety comes into the mind of many others except the bold. The idea holds merit as a stand alone idea for adding content though and perhaps the reason you stated.

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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OvShit
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Re: The histories of greed and resourcefullness.
Oh, to be honest, this idea came to my mind after reading mentioned thread. There, though, is a difference between naturally rich area and static object - second can be walled in quite easily while I`m yet to see someone walling in clay spot.Patchouli_Knowledge wrote:You may wish to add some ideas from Rye130's suggestion of Monuments and Wonders here. That being said, you won't find too much lacking of reason for wars but the willing to act is a bit less than the desire for greed as safety comes into the mind of many others except the bold. The idea holds merit as a stand alone idea for adding content though and perhaps the reason you stated.
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Potjeh
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Eemerald
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Re: The histories of greed and resourcefullness.
theres drama even without resources

A (bad) Haiku
I heart Emerald
She hates villagers with lives
Leads with iron fist