Villages and Cultures.

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Rudovich
Posts: 18
Joined: Sun Jul 24, 2011 7:40 pm

Villages and Cultures.

Post by Rudovich »

It would be nice to see some more variation among groups of players. At this moment the thing which makes the most difference among players besides their skills, are personal beliefs. I think though, it would be nice to see if villages were able to assign a culture to themselves giving small bonuses. Everyone part of that village, will have the bonus.

These bonuses could be anything. Just a few ideas; new craft able items like a longbow for Celtics, further production of Generic Gouda cheese for the Low Franconian, larger wagons for Scythians or better rods/fish for the Scandinavians. This would, I think, both increase trade between villages of different cultures and increase the amount of war to become more dominant in that 'special' item or getting multiple villages for multiple items this way.

What do you think? Am I talking shit or is it an actual good idea?
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Mateusz_Zboj
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Joined: Sun Jul 03, 2011 8:03 pm

Re: Villages and Cultures.

Post by Mateusz_Zboj »

Maybe if the Idea would be more complex.
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ArtemisGray
Posts: 287
Joined: Sat Mar 17, 2012 3:07 am
Location: New Zealand

Re: Villages and Cultures.

Post by ArtemisGray »

Like the above said, the idea would need to be expanded more.

I mean, I don't really get exactly how it would work. Like if picking a "culture" gives say.. a bonus to farming crops, like an additional 1+ chance for a crop to increase in quality combined with the current +2. In the radius of the village claim, that could be interesting. ( mind you that example might be too good of a bonus, I don't know )

But yeah, having some sort of bonus that you get while within your village claim depending on whatever "culture" or choice you pick could be neat.

It would need to be balanced pretty well though, so as not to have one that everyone picks because it makes one particular aspect of the game a great deal easier etc.

That's just my opinion, I think something other than being able to craft certain items would be better. Although that too is interesting.

*shrug*
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Kriegwolf
Posts: 203
Joined: Thu Mar 25, 2010 11:30 pm
Location: Moscow, Russia

Re: Villages and Cultures.

Post by Kriegwolf »

viewtopic.php?f=5&t=8619
viewtopic.php?f=5&t=3335

Could use search and add to existing ideas?
Rudovich
Posts: 18
Joined: Sun Jul 24, 2011 7:40 pm

Re: Villages and Cultures.

Post by Rudovich »

Kriegwolf wrote:viewtopic.php?f=5&t=8619
viewtopic.php?f=5&t=3335

Could use search and add to existing ideas?
My apologies, I did search for Cultures but only roughly checked the titles and some content. Not all the threads.
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Kriegwolf
Posts: 203
Joined: Thu Mar 25, 2010 11:30 pm
Location: Moscow, Russia

Re: Villages and Cultures.

Post by Kriegwolf »

That's no problem, i kinda support you anyway. Though i'd like to see visual difference between cultures, like different clothing and building outcomes.
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Patchouli_Knowledge
Posts: 2248
Joined: Mon Jun 20, 2011 1:57 am

Re: Villages and Cultures.

Post by Patchouli_Knowledge »

viewtopic.php?f=5&t=20137&p=240251

I made a fairly elaborate idea that is similar and expanded as yours more than a year ago, though I did not touch on different aesthetic appearance on each culture/village type though. It can be forgiven that you were not able to find it due to having different names of similiar concepts.
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