- The type of decoration that you use: Druidic totem (bear, snake, fox, monkey, cat), Wu Xing Shrine(water, fire, wood, metal, earth), Zodiac Altar(Aries, Taurus, Gemini, Pisces, Scorpio), or Tarot Rune (Death, Lover, Tower, Strength, Hanged Man). The bonus from the type is modest but hardly anything that is game breaking. The duration for the decoration is fairly long with the minor decoration being 2 days at max and 1 week for a major decoration. The material cost should be fairly large but not overwhelming for the major decoration while the minor one shouldn't have much trouble. One cannot change the type but can destroy the decoration. However this will take a majority percentage of your authority and cannot be destroyed by means of Adventure > Destroy because it reside as part of the idol.
- The specific detail design within the respective decoration. The ones in parenthesis are examples, each with its own minor bonus. Details does not altar the material cost. Switching between detail is will cost some authority.
- Authority must be above 50k for the decoration bonus to be functional.
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Patchouli_Knowledge
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Decoration for a Village for bonus
A village Totem is simply a mobile buildable that can be placed onto a village idol to adorn and decorate the idol. Aside from making the idol more visually appealing, it will also grant a bonus to the village based upon two factors:

-=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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Cingal
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Re: Decoration for a Village for bonus
I think decoration would be a good idea, but, has to be more accurate to the setting of the game.
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MagicManICT
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Re: Decoration for a Village for bonus
Then it could be Druidic or Nordic runes along with specific plants.Cingal wrote:I think decoration would be a good idea, but, has to be more accurate to the setting of the game.
Why not just have a construction that could be built on the claim similar to a banner, charter stone, etc.? Would quality be taken into account? How much extra Authority would they use? (This, of course, would just be a relative answer. Specifics wouldn't be available unless actually developed and tested.) Would it be limited to the one per village totem?Patchouli_Knowledge wrote:A village Totem is simply a mobile buildable that can be placed onto a village idol to adorn and decorate the idol.
I know I've seen a few of these posts for decoration and bonuses. I'm wondering what the differences are going to be, if any.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Patchouli_Knowledge
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Re: Decoration for a Village for bonus
Yes only one is allowed as intended on the idol though one limited structure would be a good idea as well, if not better. The reason for the limitation is that it will be game breaking otherwise as someone can mass them and grant a ridiculous amount of bonus for their village.. I believe quality will matter with the standard SQM formula for bonus on the decorations.
The druidic totem's bonus should be in relation to the natural world such as bonus to butchering animals, better chance of gaining maximum quality on farming seeds, or foraging out in the wild while each animal sub part will grant villagers a bonus to their natural stats while active.
Wu Xing shrine, which can be renamed for better fitting to the setting, more dealing with the crafting such as smithing, cooking, or farming. The doll of the Wu Xing will improve on the aspect that is named, wood can give a slight chance of improving carpentry quality while water improves stamina regeneration when drunk or quality of baked good when crafted from water.
There are merely just examples of aspect and can be altered and change, though I believe their bonuses for decoration and detail is appropriate.
The druidic totem's bonus should be in relation to the natural world such as bonus to butchering animals, better chance of gaining maximum quality on farming seeds, or foraging out in the wild while each animal sub part will grant villagers a bonus to their natural stats while active.
Wu Xing shrine, which can be renamed for better fitting to the setting, more dealing with the crafting such as smithing, cooking, or farming. The doll of the Wu Xing will improve on the aspect that is named, wood can give a slight chance of improving carpentry quality while water improves stamina regeneration when drunk or quality of baked good when crafted from water.
There are merely just examples of aspect and can be altered and change, though I believe their bonuses for decoration and detail is appropriate.

-=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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cloakblade
- Posts: 534
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Re: Decoration for a Village for bonus
Don't worry it doesn't come up on an easy search function I had to dig a little for it:
viewtopic.php?f=5&t=19233
There was discussion on bonuses in that one.
viewtopic.php?f=5&t=19233
There was discussion on bonuses in that one.
A.K.A. Suddo
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Patchouli_Knowledge
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Re: Decoration for a Village for bonus
I think the big difference between my idea and keyn_thror's is that mine is available to all villages, small or large, and is not so resource hungry but not permanent and is not an end game type. It is also more varied in detail though the base idea between his and mine are the same. Perhaps I may borrow some things fro his idea.s

-=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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DatOneGuy
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Re: Decoration for a Village for bonus
Both ideas are good. Would like to see some bonuses for more fun and motivation.
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novaalpha
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Re: Decoration for a Village for bonus
This + regionalized world map could be fun.
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SacreDoom
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Re: Decoration for a Village for bonus
Yea, why not.
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cloakblade
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Re: Decoration for a Village for bonus
The only ideas brought up that make it only available to large villages is the sacrifice mechanic and that could be based off of several factors and may just be something that takes time and not something complex. And where do you say yours aren't permanent? Is the idea that you hang items from the idol for the bonuses for only a temporary amount of time? Because that's resource hungry just in a different form.Patchouli_Knowledge wrote:I think the big difference between my idea and keyn_thror's is that mine is available to all villages, small or large, and is not so resource hungry but not permanent and is not an end game type.
Also for not being end game. A simple bonus to crop quality yield immediately makes all large villages make a satellite village for it's farm just to get that bonus. Same goes for crafting. A 1-5 quality bonus is a lot when you are talking about the late game. Though adding stats (if flat and not percentages) is nice and may cause diversities of player through their village choice, the problem becomes that the combat alts will all be at one village that has the stat buffs, crafters (maybe of different types) at another, and farmers at yet another. This causes the village bonuses to become very late game and give small, but signification, bonuses to very large and/or organized villages.
I don't want to be a complete downer about this idea I do like it. I just know that if you make it anything other than extremely minor buffs, I had a list on the other thread, then it will probably just be a thing of rich get richer and poor stay poor, which isn't a bad thing but often something that is avoided.
Edit:
cloakblade wrote:On this note ideas that wouldn't be OP would be ones such as:
Increased stamina regen
Increased HP regen
Hunger Modifiers (maybe?)
Increased Happiness (won't do anything until happiness is introduced)
Hunger drain
Travel Weariness drain (like sleeping in a bed does)
Increased Movement (this maybe a little overpowered)
None of these are too broken and give only slight advantages. All of them could drain more authority too.
A.K.A. Suddo