As the world gets older, it seems that nearly all large villages are fully self-contained industries. I don't see any large-scale trade deals, like "We give you cheese, you supply us with metal." providing villages a similar mechanic to realm buffs would make villages be able to specialize in certain areas, but by including negative debuffs in other industries, it could increase large-scale trade interactions between villages. I think a lot about Heroes of Might and Magic 3 cities while playing H&H, and how they look dramatically different from each other, and have unique pros/cons.
Some trivial examples just for the idea:
"Heavily Industrialized" - Bonus to smithed materials and smelted metals.
- Crops grow 50% slower here. Livestock and Trees are less likely to see quality improvement.
"Tree shepards" - Bonus to tree quality improvement and growth. Reduced stunting chance.
- Several similar miserable debuffs
"Prarie Folk" - Bonus to crop stuff
- Several similar miserable debuffs
You could even have the buff system in a credo-like tree, where the further you push down a particular path gives better specialty bonuses (and debuffs). Further down the tree would result in more specific bonuses and deficits. (+5% to wine quality, -50% to breathing)
One huge problem would be village idol spam, just to have multiple separate "villages" to get all the bonuses, under one real village. Increase minimum range or make buffs cost a significant amount might help.
Necropolis: Bonus to LP, -90% HHP, Nature decays.
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Vassteel
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Re: Village Specialization
ide be ok with something like how realm buffs work but for the village only
say for example. instead of the crop / tree bonus being realm wide have it be based on the village buffs and things that require a wide area like forage buffs be part of the realm buff system
say for example. instead of the crop / tree bonus being realm wide have it be based on the village buffs and things that require a wide area like forage buffs be part of the realm buff system
jorb wrote:Stop shitposting.
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DreadDawson
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jorb
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Re: Village Specialization
Probably the strongest argument against, tbt. Forced specialization had precisely this effect in the old personal beliefs system.Dakkan wrote:One huge problem would be village idol spam, just to have multiple separate "villages" to get all the bonuses, under one real village. Increase minimum range or make buffs cost a significant amount might help.
I appricate the gist of the suggestion, however. It wouldn't be unreasonable if you could do more with villages.
"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."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose