And then there were Clans!!

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

And then there were Clans!!

Postby warpigs » Sat Jul 09, 2011 10:04 pm

Addition of Clans

Clan option becomes available to a village upon village completion and a Troll skull is learned/discovered by the Laws Speaker. A clan flag/symbol cost X amount of village authority and is added to the Capital village's Idol. The Flag/Symbol consists of (Troll skull x1, "whatever other items the devs think it should be made with =)" ) Once created a new Clan authority (Clan influence) is available. The Clan name will appear below the village name of each village within the clan. To invite a village to a Clan the village must fall within the Clan influence radius and a Clan banner created by the Clan Leader must be accepted by the Law Speaker of the invited village. The banner is then added to the village's Idol.

Clan Influence:
The amount of Clan influence crated by a village increases the area of influence. The Influence radius starts from the center of the capital’s village Idol and expands as influence is generated. Any non clan village that falls within this influence is now able to be invited into the Clan by the Clan leader. This ensures that Villages with in a clan are all within the same region. Each village in a clan contains its own clan influence and adds to the overall max influence that a clan can have. (The Clan influence radius does not affect the ability of any non clan member to be able to forage or manipulate the land. However, they will be notified that they have entered Clan X's territory.)

Example:
Village A (capital) has a starting influence of 0/10K which gives the total clan influence 0/10k (Current/Max). As LP is gained by Village A the clan influence increases (5k/10k).
Village A influence radius now covers Village B and invites village B. Village B now has a clan influence of 0/10k and increases the max of the overall clan's influence to 20K. This insure that village B can only add 10K to the overall clan influence in order to prevent abusers from creating false villages for added influence.

What does the Clan do for me?
A Clan is more or less like adding a Kin to a claim only a village can add another village within the Clan access to its lands setting permissions much like that of a claim. Also, an ability is given to the Clan’s capital to be able to setup Travel routes between the villages within the Clan. The Capital would act as the central hub. The participating village will have the option to open or close their village's Travel route completely or to specific villages if they wish.

Example:
Village A (Capital) opens travel gate for villages B and C. Village B and C then accepts travel route request. Village A can now travel from to and from village B or C. Village B can now Travel to and from village A but can only reach village C via village A. Village C can travel to and from village A but can only reach village B via village A.
Village B and C will also have the option to close their travel routes from members of other villages within the clan however, if they close their route from the capital all travel routes will be closed for their village.

The point of adding Clans is to allow for the integration of villages while still allowing a village to continue to run as their own independent. This will make it easier for villages to coexist within the same areas and to protect one another. In the event of a village's Law Speaker is changed all Clan permissions are suspended for that village until the Clan leader accepts the change or at that point releases the village from the Clan.

A village at any point can renounce the Clan name making it once again a singular village.

Feel free to add on, this was just something I was thinking about while the server was down. So what say you?
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Re: And then there were Clans!!

Postby warpigs » Sun Jul 10, 2011 8:48 pm

Not even a "your idea sucks"???
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Re: And then there were Clans!!

Postby Kaios » Sun Jul 10, 2011 8:55 pm

your idea rocks
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Re: And then there were Clans!!

Postby Jackard » Sun Jul 10, 2011 8:56 pm

meh

why add something like this before improving villages? before improving mapgen? before sieges? before crafting?

fix the existing game, stop piling on new shit
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: And then there were Clans!!

Postby Ramul » Mon Jul 11, 2011 12:34 am

I like the idea of their being alliances. What if it worked like this:

Charterstone is re-purposed. It becomes a way for villages to form alliances. Charterstones shouldn't have a restriction as to where it can be placed like banners/statues. They would function as a second idol shared between villages. Nubs cant spawn at charterstone from creation rooms anymore

To place a charterstone your village needs to have atleast 1m auth (doesnt spend it just requires that much to place)
To activate a charterstone it requires either the LS or chieftain of 3-5 different villages to be at the stone (like a village idol)
- activation costs 4.5 million auth split between 3-5 villages
- Founding villages cant be removed from the alliance unless there is a majority vote to remove them, only founding villages can vote to remove another founder
- New villages can be invited to the alliance at a cost of 75% of max auth (new village pays it)
- Inviting new villages requires a majority of founder villages ls/chief (2/3, 3/4 or 3/5 majority) to be at charterstone with the ls/chief of the new village
- kicking non-founder village form the alliance requires a majority vote from all villages within 24 hours of the vote with 1 founder village voting to kick or
a majority vote from founding villages to insta-kick.
- Leaving an alliance requires the LS to go to their small charterstone and click the "leave alliance" button and confirm. after 24 hours that village will be removed from the alliance.
- any founder village LS can stop a village from leaving an alliance if the LS of the village trying to leave and the founder LS touch the charterstone and chooses to stay, it costs 50k auth to cancel a leave request(payed for by the one attempting to leave)

Alliance benefits
- shared idol (charterstone)
- can have a smaller versions of charterstone to be placed in your village that allows only your villagers to port to the charterstone.
- adds an alliance chat option
- alliance members get an icon on the right side of their name (same villagers have the village and alliance icon)

Alliance options
- Villages under the alliance have a new option to place an alliance banner
- Alliance banners increase alliance authority, but drain authority from he village that placed it
- Alliance banner coverage is owned by the alliance (leaving an alliance makes them inactive if your villager placed them and destroyable)
- 10% of Lp gained increases the alliance auth instead of your village
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Re: And then there were Clans!!

Postby Jackard » Mon Jul 11, 2011 1:42 am

ugh
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Re: And then there were Clans!!

Postby sabinati » Mon Jul 11, 2011 1:56 am

you don't even need this crap, all of what you are talking about is possible with existing mechanics
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Re: And then there were Clans!!

Postby Griegor » Thu Jul 14, 2011 12:55 am

Alliances are possible without all that. See Holy Roman Empire in World 3 archives for further information. There is something called imagination, use it. Lest we end up TOO restricted by the very mechanics you choose to implement.
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Re: And then there were Clans!!

Postby thirty-seven » Thu Jul 14, 2011 1:02 am

Villages relationships are more complicated actually.
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