Creating the northern and southern parts of the world

Thoughts on the further development of Haven & Hearth? Feel free to opine!
HappyBoozer
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Re: Creating the northern and southern parts of the world

Post by HappyBoozer »

Aceb wrote:Well, trading corps still happens. If someone who started to play game now, can't find a seed, They go out to ask neighbours for some.
It's easier to take in an abandoned village
Aceb wrote:Also, wouldn't that whole idea kill another thing that is expanding the world in times of need?
No. I tried to describe this process. Biomes are generated automatically, but with the specified parameters:
HappyBoozer wrote: (for example)
y> 40 are generated northern biomes
20 <y <40 coastal northern biomes (water, forests, fields)
-20 <y <20 sea (deep water, shallow water, sandy islands)
-40 <y <-20 coast of the south (water, meadows, sands)
y<-40 southern biomes

Image
Dogswards
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Re: Creating the northern and southern parts of the world

Post by Dogswards »

Granger wrote: Given the distribution of resources you described the first faction that successfully settles the north will (given that they can detect new settlements there quickly enough) win easily as reaching the north = access to quality metal and animals = access to advanced armor and weapons = huge combat advantage against people not yet having built the northern industry. Should they return to the south => slaughter everything that moves as they have the gear and the ones in the south dosn't. So it basically would make the world harder for more casual groups (and remove access to a fair part of the game from hermits) while the hoops to jump through for factions would just be mere annoyances.
With the right balance, I don't really think factions in the north would have an inherent advantage over the south (in this particular scenario described by OP). I see a few possible situations here:

1 - North city tries to attack southern settlement in the early game, assuming no/little trade is present due to it being too early for merchant factions to arise -> North is at a disadvantage, as it hasn't been long enough for the quality difference on each side to matter much, but southern faction can more easily gain FEP's (due to increased crop/animal growth rate) and LP (better curios). On the other hand, Southern faction has little reason to raid the north, as the metal quality available there hasn't grown enough for it to be worth it.

2 - North city tries to attack southern settlement in the mid/late game, assuming no trade is present (for some reason) -> With the right balancing, there is no inherent advantage. While North has better quality armor and weapons (as you mentioned), South has over time gained a huge advantage in FEP/LP gains.

3 - North city tries to attack southern settlement in the mid/late game, with trade being present and easily available -> North has access to decent food/curios, by selling metal/armor/weapons/whatever they have. South has access to metal/armor/weapons by selling decent food/curios. Neither side has any inherent advantage.

Sorry if this is poorly written.

Of course, if such a thing were to be implemented, the first iteration would be horribly balanced, but over time I believe it would even out.
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Granger
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Re: Creating the northern and southern parts of the world

Post by Granger »

Dogswards, you might be right in case there would be north and south factions - but given what I have seen in the past worlds there most certainly would be factions that occupy both areas.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
Dogswards
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Re: Creating the northern and southern parts of the world

Post by Dogswards »

Granger wrote:Dogswards, you might be right in case there would be north and south factions - but given what I have seen in the past worlds there most certainly would be factions that occupy both areas.
Even better then. That would mean an increased flow of goods across the ocean, which means the difference in available resources on each side would negate itself. This would bring in the additional benefit of encouraging more trade and travel, which I assume would be one of the reasons to implement such a change.

Random south hermit can no longer live independently in an efficient manner. He also can't easily make the trip up north on his own in a profitable manner. He can however trade with south faction neighbours, who also have a base in the north.

Hell, even if he doesn't want to trade with big south faction, it would still encourage socialization and diplomacy, as he could make a mutually beneficial agreement with random north hermit (forming a two person hermit confederation of sorts).
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AntiBlitz
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Re: Creating the northern and southern parts of the world

Post by AntiBlitz »

only if they add massive deep sea creatures that destroy your row boats and drown ur sprucecap ass.
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Luanes
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Re: Creating the northern and southern parts of the world

Post by Luanes »

Or if you need to have a captain skill to guide your ship and a crew with another skill to make it move. Storm and tides should come based on day / time / moon phase and could wreck your ship, just enable to teleport while swimming and let your cargo go to the sharks.
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jorb
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Re: Creating the northern and southern parts of the world

Post by jorb »

My only problem with climate zones and the like is that if you implement them you have kind of locked the size of the map. Not that we change that too often during a world, but it feels nice to be able to.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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ven
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Re: Creating the northern and southern parts of the world

Post by ven »

The map could still expand horizontally.
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Thaydi
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Re: Creating the northern and southern parts of the world

Post by Thaydi »

I actually like this idea. Would be nice if there were some islands on this ocean that could be settled, working as a, perhaps, small trade hub? Not a huge archipelago or such, but some small to mid sized islands would be nice to see. Also, I think the ocean should be big enough to encourage the usage of the Knarr. Rowboats would take too long to cross it.

Easier said than done, I know... Just some ideas.
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HappyBoozer
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Re: Creating the northern and southern parts of the world

Post by HappyBoozer »

jorb wrote:My only problem with climate zones and the like is that if you implement them you have kind of locked the size of the map. Not that we change that too often during a world, but it feels nice to be able to.
My knowledge of English is very poor, and I have to use a translator.
But I tried to describe the solution to this problem. The world will be able to expand in all directions. You must specify a condition for generating biomes.
HappyBoozer wrote: (for example)
y> 40 are generated northern biomes
20 <y <40 coastal northern biomes (water, forests, fields)
-20 <y <20 sea (deep water, shallow water, sandy islands)
-40 <y <-20 coast of the south (water, meadows, sands)
y<-40 southern biomes

Image
It would be nice to do so that the further from y = 0 the higher the quality of those or other resources. Then it will be interesting to go further to the South and North.

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