Ravening
Goblin Squad Member
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I've copied the below from the main Viridian Circle thread as it probably deserves it's own thread for discusion.
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One of the stated goals of the Viridian Circle is to target settlements (and individuals) which have expanded and harvested resources in a reckless manner. So that got me thinking, how will we identify settlements, chartered companies and individuals who act in this manner?
Settlement Buildings
There should be a wealth of information that is collected that pertains to a settlement. If there was a mechanic called ‘Growth Rate’, then this could provide the ruling body of the settlement with a figure to display how rapidly a settlement is growing. This would enable them to see if they are growing in an efficient and cost effective manner. This could be a measure of the current skill level of characters assigned to various buildings, as well as the number of projects on the go (and the average skill rating of the contributors), the amount of resources being gathered and allocated to settlement projects and perhaps a measure of the amount of wastage on settlement projects.
In regards to wastage the lead on a project could choose how they want to manage a building project. For instance if a particular kind of training facility is required to be built quickly, then the lead could decide to make a reduction in the quality of the overall project and increase the amount of wastage. Both of these choices would affect the amount of raw resources required for the project, the time it would take to build the structure and the minimum required skill level to contribute to the project. These kinds of choices should also affect the on-going cost of maintenance, development index rating and the end appearance of the structure.
While it might be cheaper and quicker to build structures quickly at reduced quality. This would have an overall effect on the ambience of the overall settlement, as well as effect on-going maintenance costs. So civic pride might come into play, as well as some characters might not want to go to the ‘shabby rundown’ settlement of Brighthaven.
It should also be possible via relevant skill checks and having a look around a settlement to get a feel if a settlement is growing at a reckless manner (by viewing the growth rate and other stats) and what level of wastage has been used to construct the buildings. All of the above would not only assist the Viridian Circle in deeming who to target, but make each settlement unique and feel alive.
Settlement Resource Gathering & Strip-Mining
I’ve mentioned above that there should be a wealth of information available to community leaders of a settlement. This should include the efficiency of their resource gathering efforts. We’ve heard it mentioned that raiders will be able strip-mine resources of rival settlements. I propose that strip-mining be an option not only for raiders, but also for settlement harvesting operations as well as individual harvesters.
This make sense and allows everyone to make a meaningful choice when it comes to harvesting. Do I want to harvest this resource to maximise the quality of the material being harvested or do I want to accept a reduction in the overall quality of the resource so I can do it quickly. This kind of decision making is as applicable to a small harvesting group in the dangerous wilderness, trying to quickly mine a rare but expensive resource. To Settlements (or others) who are at war (or feuding) to quickly harvest resources so they can churn out some needed armour or weapons.
On a side note I think it would be fantastic if harvesters could harvest materials that have a higher quality rating at the expense of increasing the time taken and reducing the yield from the harvested node. For instance a Dwarven harvester who is harvesting an average quality iron deposit might decide to only take the best of the bunch of the iron ore, thus reducing his yield but in return getting good quality iron ore. At the refining phase a refiner could pay less for average quality iron ore (and get more of it) and then refine it to produce a higher quality, or buy the good quality iron ore as it saves them time. They could keep it at this level of quality or refine it to excellent quality iron ore losing some in the process.
Not only does this add another layer to harvesting (and as a consequence refining and crafting) but it also enables the Viridian Circle to target those that are harvesting recklessly. Obviously the last point is the most important ;-p
I would imagine that the way in which you harvest should have a visual effect of the resource node, and also be detectable via appropriate skills checks. So if you stumble across a shonky looking resource node that has been recklessly ripped apart, you know the harvesters have been naughty. Conversely a well-constructed resource harvesting camp would leave the resource node in pristine order. For the above to have any meaning we would need to be able to determine who has been harvesting a particular resource node as well as use skills to get an insight into a settlements resource gathering efforts.