OK, so for those of you who don't know, I organised the foundation (with the help of many great folks) of the town of Brodgar. With a new world coming, I think its time to have another go, making use of what was learned before.
I'm looking for people who would like to be a part of this city for a while, or at least help to form the layout and such. It would be a good way for you to build up some LP while working on your brand new character. To be clear, I am not putting myself forward as the future leader. I just want to put in some energy to get the ball rolling, and then hand over the reigns to somebody who has more IRL time than myself.
Read below, and if it interests you, respond to the thread. We can keep communicating here as the world reset evolves. After a suitable spot is found (any big _broad_ place will do in my opinion) we can share the spawn location and start chopping trees and laying pavers.
CONCEPT:
- First, on the standard model:
Villages in H&H generally always work on a model of distinguishing members from non-members, with members given access to most if not all of the at times considerable resources. Such villages are usually picky with who they let in, and revolve around select groups, often coming from affiliations outside the game, like DF, SA, etc.
Problems with the standard model: The above is perhaps the most natural way for most people to play. Either this, or being alone. However, the greater the number of members, the greater the village is open to problems pertaining from not knowing everybody (theft, discord over consumption of shared goods, griefing, etc.) As a result, these types of villages generally don't exceed more than a handful of individuals. This can make it a bit less exciting if you are hoping to find others on to work with/trade with/talk to. The result, I think, is a lot of these villages can run out of steam and become ghost towns.
- Now, the Brodgar (and New Brodgar) model:
The idea is not for a 'newbie helper city'. Rather, it is a city based on having no 'inner' 'outer' distinction. No locked and closed outer surrounding wall. Anybody may walk in or out or join (including newbies). This is not a problem as with the standard model, because _shared goods are kept at a strict minimum_. We are talking about a few areas for low Q seed storage, goodies for newbies to take as they please, etc. Nothing vital to anybody at all. This lowers the paranoia considerably, and allows (theoretically) for a much, much larger population, which hopefully makes it more interesting for everybody. Instead of shared resources, each player is allotted a similarly sized plot of land, large enough for a dwelling, and an industry or cottage farm/garden. It is up to the player to have a wall and gate built on their own land, up to them to put a claim on it, up to them to decide who is their friend and who has a key, etc. etc.
So, effectively, we have lots and lots of people living together, each with enough space to keep themselves productive with crafting/farming things, but without so much of the paranoia of not knowing who is around who might steal your shit. The biggest benefit in my opinion is that a city of dozens and dozens of people is possible, even more, leading to a much greater chance that you can simply walk to the central square and start shooting the breeze/selling shit/having some Greek polis style politicing/discussions. A simple democracy could be established with some basic rules, and elections for leaders on the forums every few months. One plot of land = one vote. Take a poll by screenshotting a map together of established plots, and having people identify where they live, to qualify to vote. Easy.
- What we learned from the last Brodgar:
Originally I pushed for high density living in the middle, surrounded by farms. This created a bit too much of a jumbled ghetto in the end, with hard to access points.
theTrav got it right in pushing for enough land each for everybody to have something to play with.
We also built a wall in Brodgar, which constrained growth badly. We also built next to a river in Brodgar, with the same results.
What we can do different in New Brodgar?
Long, _wide_ open ended boulevards. No city limit walls or gates (they would never be open/shut anyway). Location in a big area with lots of room to expand, not next to a river. Not necessarily by amazing Q resources (this is debatable, but people can trade for that shit imo). Standardized plot of land equivalent to say, 10 to 16 wooden huts. Grid layout that does not vary, but expands whenever needed with no problems. _basic_ community stuff (like crappy kilns/ovens, crappy seeds) in the plots immediately surrounding the central square. Have the central square have a well in the middle.
Here is a map I made of my proposal. The street design could be grid instead of half grid/half concentric. It doesn't matter so long as it is consistent.
Imagine each square as being the size of several shacks to get an idea of scale. Each plot of land would be clearly defined, assigned to whoever wants one, and free for them to do what they want with it.

EDIT: cs = cenral square. cl = community land
So, who is interested in helping out? Remember, if you try living there for a while and its not your cup of tea, you can always give your land to a new player later on. Also, I would appreciate people helping out just for the sake of getting it going, even if they don't intend to stay at all. It could be a good way for you to build up your new char before heading out to find whatever.