Village profiling based on local resources

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Village profiling based on local resources

Postby Fostik » Tue Apr 15, 2025 7:38 pm

I was thinking that localized resources was never a good implementation - it doesn't attract players to fight for them actively enough. Resources provided by them are hardly valuable and claiming one provides much lesser yields than raiding/trading, or travelling and collecting them on unpopulated areas.
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
It is of course not the best thing you might want to see for a village having too much resources captured, pulling it's tentacles for dozens of minimaps in order to min/max best bonuses, I do not have solution for that. On the other hand, flags are destructible, and adversary village/party could bash flags and cover resources with theirs, though nothing seems as defended as local resource in the center of the village(in case village intentionally built on it, to emphasize it's main specialization)
After all, bashing flags on local resources could be another leverage on strategic board of rival kingdoms.
Additionally, of course, this can be made as a selected buffs for kingdoms, so you can activate only one resource specialization among available resources on territory of village claim at time.
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Re: Village profiling based on local resources

Postby catgode » Wed Apr 16, 2025 12:27 am

I don't know about the ties to local resource (edit: mostly because i dont really have experience with that personally, not that the idea is bad) , but I do love the idea of the specialized buffs. Realm bonuses seem fun, but 99% of players probably won't get to play around with that, aside from maybe getting passively better stuff if they happen to live in a realm with boosts. Having a smaller, more 'localized' version of these for villages would be awesome.

One could take the idea further and think about some sort of a credo- or ancestral-like quest system, where the village members do tasks or donate items of increasing quality to progress their specialization and improve their bonuses or yields in some way? Probably too much dev work to consider, but I think that'd be a cool addition.

I do think having some sort of realm bonus-style for villages would be an extra bit of personalization and progression for folks, and I'd love an opportunity to lean more into a farmer or a druid 'vibe' with a heartwood as the center, or something to that effect.

As I've said, I'm not sure about tying it to local resources (even though their state is the reason this change is being proposed in the first place), but it is, at the very least, an elegant solution to implement such a feature without extra interfaces and menus.

But yeah, tldr: love the village bonuses idea

Heart of the Woods - some sort of a travel weariness reduction, or a travel-exclusive will boost (a'la the "swimming" bonus being swimming-exclusive con boost) perhaps?
Windthrow - does quality matter for alchemy? Q bonus for alchemy then, or maybe just Q for medicine in general
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