1. Civ level of an area
Hearth fires owned by full barbarian slider people count for almost nothing.
Hearth fires owned by full civ people count for extra.
2. Hearth fire building.
Barbarian slider decreases dream cost (preferably to 0)
Civilization slider increases dream cost (probably to 6)
3. Food benifits
Barbarian slider increases stats gained from simple cooked meats (preferably to the level of sausage)
Civilization slider increases stats gained from baked goods. (preferably would result in a higher rate of return than barbarian)
4. New type of hide armor that only requires hides be dried, not tanned ((not too sure on this))
Barbarians gain extra benefit from hide armor
No counter I can think of for civilization. (increased benefit from plate?)
Ok, so those are my four concepts. Essentially they are aimed at making barbarians into viable nomads with little dependence on infrastructure. By removing the dream cost from their hearth fires they are free to plop it down whenever they are ready to log out, and increasing their cooked meat gains removes the dependence on sausage makers. The civilization level changes are a natural extension of a dynamic civilization system. This leaves the one big hole for barbarians in armor, which is why I came up with the hide armor concept.
The more I think about it though the more I think armor should not be able to be easily produced by the nomad barbarian. Instead I would love to see some of the animal goods become relatively stackable and also valuable to communities, such that a barbarian could accumulate a small stockpile, then go into town and trade for armor.
Just some thoughts, let the picking apart commence
