Barbarism / Civilization slider

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

Barbarism / Civilization slider

Postby Milaha » Wed Jun 10, 2009 3:57 pm

so, with all the talk about dynamic civilization levels of late I have been thinking on the barbarism / civilization slider. I have a few ideas which to me make a very interesting choice between barbarian/civilization.



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 :-D
User avatar
Milaha
 
Posts: 67
Joined: Fri May 29, 2009 5:10 am

Re: Barbarism / Civilization slider

Postby shockedfrog » Wed Jun 10, 2009 4:25 pm

I don't think the hearth fire cost should be changed in this way, since there are likely to be times when someone needs to move their hearth fire, but would not be leaving their current village/community, so it wouldn't make sense to hassle them because of their civ-spec. The rest sounds pretty good, though it would need to be balanced very well.
shockedfrog
 
Posts: 182
Joined: Fri May 29, 2009 6:04 pm

Re: Barbarism / Civilization slider

Postby Milaha » Wed Jun 10, 2009 4:35 pm

In theory if you are moving within a town there should be plenty of dream catchers around which have not been used for some time. (I never have had a shortage of dreams in town) It would make it significantly more difficult to move to a non-town area though, which is the idea I guess, reduced mobility of your home.
User avatar
Milaha
 
Posts: 67
Joined: Fri May 29, 2009 5:10 am

Re: Barbarism / Civilization slider

Postby shockedfrog » Wed Jun 10, 2009 4:38 pm

At the moment, that's true, but I'm guessing dreams will probably be a far more common ingredient in things in the future.
shockedfrog
 
Posts: 182
Joined: Fri May 29, 2009 6:04 pm

Re: Barbarism / Civilization slider

Postby Cejer » Wed Jun 10, 2009 8:24 pm

As far as I'm aware, it only takes 10 minutes for a dream catcher to produce a new dream. It would be very difficult to suffer a dream shortage, so long as dream catchers are set up. I don't think increasing the dream cost of hearth fires is seriously going to strain the dream supply.
Cejer
 
Posts: 34
Joined: Sat May 30, 2009 5:14 am


Return to Critique & Ideas

Who is online

Users browsing this forum: Yandex [Bot] and 10 guests