In addition, current meta of founding a village is based basically on finding large enough and flat enough place to build, or finding a blind cave to hide before palisade resources are created, so there is clear lack of mechanics determining optimal settlement place.
The idea of this topic is to propose additional bonuses for villages, based on the local resources located in it's claims, so that this resource provides specialization for village.
Bonuses provided by specialization are based on local resource type, providing all village members or other objects on it's territory various buffs.
As each type of local resource is related to some certain usage, specialization bonuses could be the same, e.g.:
- Clay pit - quality bonus or yield bonus for pottery
- Ancient windthrow - faster healing or additional bonuses for medicine produced in village
- Guano pile - tree or garden pots(or both) yield/quality bonuses
- Headwaters - tree or garden pots(or both) yield/quality bonuses
- Heart of the woods - farming quality or growth speed bonuses
- Ice spire - learning ability bonus or learning speed bonus
- Rock crystal - Smithing quality or yield bonus.
- Salt basin - Fep bonus for crafted foods
By having that, each village by default will have some specialization it will be inclined to do. If properly implemented and balanced it could incentivize trading as well.
From a roleplay perspective, it could also give some fun to do, e.g. assignment for village mate to travel to mountain settlement with Ice Spire to level up and train, as learning bonus is greater while living there.
inb4 regarding concerns about claiming multiple local resource and determining multiple specializations