Social Policies for Villages

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

Social Policies for Villages

Postby Bladex1200 » Mon Oct 24, 2011 8:06 pm

While I haven't yet played the game (due to the server crash happening at an opportune time, right after I joined), I have read up many forum posts and the wiki concerning game mechanics, and I've noticed something.

The game contains a personal belief system for each character, representing dualities (Life/Death, Tradition/Change, Nature/Industry, and so on). However, villages seemed to lack such a system. I know the devs are busy with Salem, but the system I'm drafting would be an interesting element to add to the game and would possibly deepen the implications of creating a village.

The system is a "Village Policy" system which gives certain bonuses for villages that lean in certain directions. The policies I've thought-up so far are as-follows (with statistics in parentheses representing the extreme +/- 5 bars, much like in the personal beliefs system):

Warlike (-20% animal spawn around village; +20% HHP damage for all villagers) VS. Peaceful (+20% animal spawn around village; -20% HHP damage for all villagers)

Practical (-20% LP gained from curiosities; +20% construction speed for all items) VS. Creative (+20% LP gained from curiosities; -20% construction speed for all items)


Wary (Double LP cost for village expansion; +20% hit points for all structures) VS. Expansive (Half LP cost for village expansion; -20% hit points for all structures)

Democratic (Lawspeaker/Chieftain must be formally elected; +50% Learning Ability for all villagers) VS. Autocratic (Lawspeaker/Chieftain can take power without formal elections; -50% Learning Ability for all villagers)

Common Sense (+30% FEP gained from food; +30% LP cost for non-incremental skills) VS. Education (-30% FEP gained from food; -30% LP cost for non-incremental skills)

Decentralized Tradition (-20% Authority earned from villager LP; -20% Authority drain per day) VS. Planned Changed (+20% Authority earned from villager LP; +20% Authority drain per day)

Keep in mind that these bonuses only apply to villagers of the village, not just anyone who walks within the village radius. Feel free to add anymore and critique any ones that you see to be unfit for use. Thanks for considering my proposal!

Green = Approved
Black = No Comments
Red = Disapproved
Last edited by Bladex1200 on Mon Oct 24, 2011 10:41 pm, edited 1 time in total.
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Re: Social Policies for Villages

Postby thais » Mon Oct 24, 2011 8:10 pm

Sounds like a good idea to me. :3
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Re: Social Policies for Villages

Postby rye130 » Mon Oct 24, 2011 9:04 pm

Democratic vs. Autocratic one is stupid. Everyone and their mothers will pick Democratic.
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Re: Social Policies for Villages

Postby ImAwesome » Mon Oct 24, 2011 9:11 pm

same for practical/creative, everyone would go creative because the only things that really take time to build are the things that have to dry(rams, initial cornerposts) and taking 20% off of a 24 hour wait that you barely build isn't enough to make up for losing 20% LP
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Re: Social Policies for Villages

Postby Bladex1200 » Mon Oct 24, 2011 10:40 pm

Since the servers are down, I'll be updating my first post. If anyone wants to suggest replacements for Democratic VS. Autocratic and Practical VS. Creative, feel free.
"What actually transpires beneath the veil of an event horizon? Decent people shouldn't think too much about that."
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Re: Social Policies for Villages

Postby spectacle » Mon Oct 24, 2011 10:50 pm

Wary vs Expansion is also broken, hit points for structures barely matter at all. Common sense vs Education doesn't work either, since non incremental skills only account for a tiny part of the LP a hearthling will spend over his lifetime. It could be balanced if the LP penalty applied to all LP though.

Nice avatar BTW ;)
Once a man has changed the relationship between himself and his environment, he cannot return to the blissful ignorance he left. Motion, of necessity, involves a change in perspective.
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Re: Social Policies for Villages

Postby ImAwesome » Mon Oct 24, 2011 11:16 pm

if you really want to get down to it none of the things that affect hearthlings are really good ideas. they would all give even bigger bonuses to villages leaving hermits far behind. that said you're left with tradition/change and wary/expansive. if you gain 20% more and use 20% more you have a net gain of 0. if you gain 20% less and lose 20% less you have a net loss of 0...so village tradition/change actually does nothing. as for wary/expansive, things can be repaired when they degrade so, as Spectacle said, hp doesn't matter much for buildings so that 1 is also useless. I like the idea of a village having a belief system(like the things that bind them together), but I think you'll have to do alot of work on what you're trying to include.
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Re: Social Policies for Villages

Postby Bladex1200 » Mon Oct 24, 2011 11:38 pm

spectacle wrote:Wary vs Expansion is also broken, hit points for structures barely matter at all. Common sense vs Education doesn't work either, since non incremental skills only account for a tiny part of the LP a hearthling will spend over his lifetime. It could be balanced if the LP penalty applied to all LP though.

Nice avatar BTW ;)


I know. I got the idea from you.

Although... Mr. Lal never seems to agree with my requests. I suppose I'll have to remedy that...

WITH PLANETBUSTERS! BWAHAHAHAHA- WAIT?!

WHAT DO YOU MEAN THE FACTIONS ARE IMPOSING TRADE SANCTIONS ON ME?!?!?!
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Re: Social Policies for Villages

Postby bitza » Wed Oct 26, 2011 5:09 pm

although this sounds like a fun little roleplay customizing doo-dad to put in the game, none of this stuff is a good idea quite frankly due to current game mechanics. why?

because an experienced player can easily create multiple villages. a large organized group like pande can easily have control over 10 idols or more. so i can make a bonus LP/bonus FEP village and use those bonuses to train up combat chars even faster. then i can ship this player over to a warlike village for the combat bonus.

any system put in place like this will be exploited for maximum gain, because there's no real reason you couldn't have it all, so to speak.

ImAwesome wrote:if you really want to get down to it none of the things that affect hearthlings are really good ideas. they would all give even bigger bonuses to villages leaving hermits far behind. that said you're left with tradition/change and wary/expansive. if you gain 20% more and use 20% more you have a net gain of 0. if you gain 20% less and lose 20% less you have a net loss of 0...so village tradition/change actually does nothing. as for wary/expansive, things can be repaired when they degrade so, as Spectacle said, hp doesn't matter much for buildings so that 1 is also useless. I like the idea of a village having a belief system(like the things that bind them together), but I think you'll have to do alot of work on what you're trying to include.


there are 3 types of people in this world, ones that get math and ones who don't ;)
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Re: Social Policies for Villages

Postby sabinati » Wed Oct 26, 2011 5:36 pm

these are all imbalanced as hell, and like bitza says, would be exploited in ridiculous ways
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