Minor feature:
After reaching a certain threshold size (to avoid pocket alt kingdoms), each Realm type unlocks the ability to craft a special curio that is noticeably better than standard curios in some respects.
Why?
Further incentivize trade and interaction.
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Robben_DuMarsch
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DatSheep
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Re: Give each Realm type a "signature" curiosity
Ooh nice. Perhaps it can be tailored to the realms name too? 
Something died in my basement and gave me rubella
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Robben_DuMarsch
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Re: Give each Realm type a "signature" curiosity
Ahhh yes, I suppose that something would need to be done to stop realms from just swapping between the realm types, pumping out large amounts of curiosities, and then swapping again.
Perhaps the curios could degrade (like hot meat) to their standard forms after x number of days?
Perhaps the curios could degrade (like hot meat) to their standard forms after x number of days?
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LadyV
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Re: Give each Realm type a "signature" curiosity
I like it. Further specializations and unique things should be added to the game.
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Lunarius_Haberdash
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Re: Give each Realm type a "signature" curiosity
So... Realms and Curios. I'm seeing this as being a particularly interesting mechanic, and the foundation of something that could go even further.
We know that quest givers currently can increase the quality of a forgeable within the region. What if they could introduce NEW forageables within a region? Blue moss that grows on oak trees, a certain type of flowering vine that only appears when paving is decaying, bizarre three eyed foxes, the possibilities are kind of endless.
Only... The quality is purely governed by satisfying the quest givers so that they boost the quality of the foragable, and it always starts at 10 when it gets introduced by the quest giver.
Then combine this with realms... Rather than having realms craft items, have them sort of 'appear' in the wild. The Hedgehugian Hedgehog, the Epanumbrian Dandelion, the Apple of Fire and Ice. The way I could see this happening would be:
Some hidden value related to Realms would have to be incremented through methods that are completely opaque to the user base, and thus could not be farmed. There would be no announcement that a thing formed, no information to the user base on how this shit happens, it just HAPPENS. (I speculate it would be LP generated by the community, number of active hours by the community, number of messages in Realm Chat, number of wheat plots in the realm, etc. Totally seemingly arbitrary metrics. Hell, it could even be something as simple as "Because Jorb and Loftar say it's time".)
This could feasibly go on to include rare craftable pops (An Embroidered Hedgehug, an Epanumbrian Seer's Bone), etc.
The coup de tat? Implement curio satiations to make these even more valuable.
We know that quest givers currently can increase the quality of a forgeable within the region. What if they could introduce NEW forageables within a region? Blue moss that grows on oak trees, a certain type of flowering vine that only appears when paving is decaying, bizarre three eyed foxes, the possibilities are kind of endless.
Only... The quality is purely governed by satisfying the quest givers so that they boost the quality of the foragable, and it always starts at 10 when it gets introduced by the quest giver.
Then combine this with realms... Rather than having realms craft items, have them sort of 'appear' in the wild. The Hedgehugian Hedgehog, the Epanumbrian Dandelion, the Apple of Fire and Ice. The way I could see this happening would be:
Some hidden value related to Realms would have to be incremented through methods that are completely opaque to the user base, and thus could not be farmed. There would be no announcement that a thing formed, no information to the user base on how this shit happens, it just HAPPENS. (I speculate it would be LP generated by the community, number of active hours by the community, number of messages in Realm Chat, number of wheat plots in the realm, etc. Totally seemingly arbitrary metrics. Hell, it could even be something as simple as "Because Jorb and Loftar say it's time".)
This could feasibly go on to include rare craftable pops (An Embroidered Hedgehug, an Epanumbrian Seer's Bone), etc.
The coup de tat? Implement curio satiations to make these even more valuable.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Bad_Habit123
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Re: Give each Realm type a "signature" curiosity
Oh god pls no.Lunarius_Haberdash wrote: Implement curio satiations to make these even more valuable.
Anyway the main idea is great, realms are just a huge territories with some buffs for now, but it would be so good to see every realm special, with his own benefits, features. Ofc larp is a solution but this change would make realms initially interesting
"Survival can be summed up in three words - never give up. That's the heart of it really.Just keep trying." -- Bear Grylls
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SaltyCrate
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Re: Give each Realm type a "signature" curiosity
Meh, I don't think it will work as you anticipate it would. Who will have the ability to craft these curios? If it is unlocked by sumply being in the realm territory then it obviously will not lead to any trade/interaction as one will simply hop through realms and craft all of them as needed. If it is available only for realm ruler then we will drown in "rich get richer" style of complaints.
So, I assume that the ability to craft will be available only to realm members. And now realm founders have a great incentive to not invite people to their realm. It creates additional suppliers of potentially valuable product and breaks their initial monopoly. Ok, but what about altruistic realms who won't be greedy and will freely invite you? Their curios will be worthless as well, as I for example will have an alt invited to such realm, who will craft this curio for me, rather than bother buying it.
Also, correct if I am wrong, but most people aren't interested in buying current curios. Curios are usually replaceable and not significant enough to bother buying them. So these curios will need to have outstanding lp/h to be worth it. And at this point I imagine there to pop realms who will spam cairns underground untill they reach your threshold so that titans can have 16 of these curios in their study at all time.
So, I assume that the ability to craft will be available only to realm members. And now realm founders have a great incentive to not invite people to their realm. It creates additional suppliers of potentially valuable product and breaks their initial monopoly. Ok, but what about altruistic realms who won't be greedy and will freely invite you? Their curios will be worthless as well, as I for example will have an alt invited to such realm, who will craft this curio for me, rather than bother buying it.
Also, correct if I am wrong, but most people aren't interested in buying current curios. Curios are usually replaceable and not significant enough to bother buying them. So these curios will need to have outstanding lp/h to be worth it. And at this point I imagine there to pop realms who will spam cairns underground untill they reach your threshold so that titans can have 16 of these curios in their study at all time.
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Robben_DuMarsch
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Re: Give each Realm type a "signature" curiosity
The realm owners only.
Would that make the "rich get richer?"
Arguably, it would only partially compensate them for the time that they'd spend building/expanding the kingdom and fighting the (now more frequent) territory wars.
Would that make the "rich get richer?"
Arguably, it would only partially compensate them for the time that they'd spend building/expanding the kingdom and fighting the (now more frequent) territory wars.
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Granger
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Re: Give each Realm type a "signature" curiosity
They can already siphon off benefits of a realm (like a quick grab from the coffer) - do we really need to add another exlusive for them?Robben_DuMarsch wrote:The realm owners only.
Would that make the "rich get richer?"
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Robben_DuMarsch
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Re: Give each Realm type a "signature" curiosity
Perhaps not.Granger wrote:They can already siphon off benefits of a realm (like a quick grab from the coffer) - do we really need to add another exlusive for them?Robben_DuMarsch wrote:The realm owners only.
Would that make the "rich get richer?"
But why not?
It should be good to be King.