
![]() |
1 person marked this as a favorite. |

Something I am thinking, but what about people who don't live in a town? The Blacksmith who lives alone at the border of the forest, the Wizard in his tower overlooking the sea, standard fantasy staples.
On one hand, Buildings that allow people to craft easier and hire NPCs is a good thing, but on the other, I think a good way to allow people to fulfil the above archetype is to allow being in a village or town with the right buildings makes it far easier for you to do your crafting work. But a sufficiently skilled Crafter can manage on their own, but we're talking about a real Master here.
Working together should be rewarding not only for the social interaction but also having mechanical benefits as well. Player who has gone the Smithing path in crafting can arm and equip every NPC with at least basic weaponry in the event of a Raid, Player who has gone the Tanner path in crafting can do the same with leather and hide armors, Player who has gone the Enchanter path can provide the more important NPCs with some beneficial armor, so on and so forth. Players should be rewarded for not only building up their town and working to ensure that 'It's not just a House, it's a Home too.', but for making the town attractive for NPCs to live in, so that eventually the hamlet will become a village, and maybe even a town one day.
A Message-Board or Leader-board in the middle of town can be used for the 'Council' (Players who are building the town, as opposed to those who are Adventuring) to put up suggestions for what to build next or upgrade and tally the votes to see what is next on the agenda, as well as Crafters putting up quests for other PCs to go out and fetch them supplies or go hunt down a monster or griefer who is interfering with their business.
I like you idea, it's pushing people to get together and TALK TO EACH OTHER in an MMO rather than just sit there glaring at each other waiting for the respawn, because that's all there is to do.

TheAntiElite |
1 person marked this as a favorite. |

There are circumstances where I could see that isolation would be necessary, if not for concentration, then at least for safety across a region. After all, the fact that things tend to blow up around Wizard Towers gives cause for them to be apart from the town center. Similarly, while it would not be cause to worry about smog so early on, forges do put out a good amount of heat, smoke, and smell. Similarly, tanners are not necessarily nice things to live near - so I could see cause for spacing and distance.
Now, that being said, something that came to mind in regards to spacing and placement was the idea that just as towns have physical boundaries, with the proper road-making and guard build-up, the effective area of influence could increase just how far the benefits of town affiliation reaches, alternately prompting that township effect to be slightly less, in exchanged for a regional 'duchy' effect.
I'm also pro-Message Board, but that's because some of what I envision is inspired by how the quest board works in the Monster Hunter series of games. In those games, mind, that's how you formed parties - quest posted, people who want to help join in, and off they go.
I believe the incentive to cooperate, both on a defensive level and a cumulative payoff level, will be where a lot of good comes together.

Weynolt |
1 person marked this as a favorite. |

Good thought. Almost a "How does Oleg's Trading Post survive on its own?" kind of question.
I've been thinking about this in combination with the questions about darkness and whether fatigue will play any kind of roll, as I'd really love to make the "Inn at the crossroads", even though it's a total trope. Mostly, if folks don't need to eat, drink, or sleep (mechanically) will there be a good in game reason for them to do so? I could see inns in certain parts of the game acting as safe spots. I could also see inns primarily as fronts for less savory/less legal endeavors.
Hmm, another thread to discuss just came to mind...
At any rate, I'm also quite note rested in having there be buildings at have a cultural influence on their surroundings, not just a utilitarian one. The inn comes to md again, as the place where an up and coming bard could gain notoriety for his work, even tipped by patrons for a good performance.
Or the manor that is also an art museum, where the paintings were created by in game characters/community artists. This gets a little wild with uploading custom content, but the idea is there.
But mostly, yeah, I'm all for towns being collaborative efforts. They're going to have to be to survive, really.

![]() |

A random thought as I wait for Rift to update after a six month hiatus..........
DEAR SWEET BABY BHUDDA ON A STICK that is a big patch!
Something with other MMOs that have allowed Players to basically build whatever where-ever, Players should be able to choose one of two options.
1) Buy Outright
2) Buy Majority, then pay off the rest plus interest (which should be anywhere from 25% to 50% more in the long run).
Regardless of which method, Players should not be able to build any structure that inhibits other players without being able to give a bloody valid excuse to the Mods, who can either shift the 'bought land' over a few hundred yards, cause a natural disaster if the owner(s) are being righteous tools or can even invalidate the purchase if the owner(s) are repeat offenders of the whole 'blockade the resources' Griefing.
The other thing I suggest is that, if an account is unpaid for anywhere from 2 months to 6 months, all the land the character holds reverts to 'freehold', meaning that anyone, absolutely anyone, can just rock up, hunt down the deeds which are randomly spawned inside the building, then take it back to the resident capital city, purchase the land outright and then move on back in. Alternatively, since the land is now 'freehold', the structure(s) can safely be demolished, harvested for building materials and be used to build other structures somewhere else, or incorporated into the new building that is to be built.
Mind the Wandering Monsters that have set up shop, however .....
I think it's a tolerable resolution to the people who build small cities then get bored and leave the game. Again, longer duration for the account being 'inactive' would be a plus, but if we end up having ghost-cities because people built what they dreamed would be a shining Troll Kingdom right in the middle of the biggest concentration of Mithril Ore on the map, and nobody can 'claim' any of those buildings after several in-game months have passed, the building aspect is going to feel a bit stale...

TheAntiElite |

Two months seems fairly quick, but with a disparity between in-game versus real world time it may be the happy medium needed. That said, I would not want every log-in to be spent having to clear the land around your property before being able to go do one's own adventuring. I also think that, depending on how self-sufficient one has managed to configure one's particular plot of land, if one was not implicitly seeking to take over the plot in question it could continue running more or less as designed, barring insufficient income to pay hirelings and the like.
I'd like to think that one's cash flow would impact the rate of deterioration, coupled with it happening from the edges inwards, so that when all is said and done all things come together to result in the place becoming something of a recoverable semi-ruin if things were bad, degrade to full on monster spawning territory if really bad, or potentially able to transcend ownership into perpetuated self-sufficiency if properly prepared.

![]() |
1 person marked this as a favorite. |

I wonder about things like paying rent to an individual/organisation. When establishing a settlement, you are allocated a piece of real estate around the centre of the settlement to which people can be allocated building rights through some kind of management portal. You can then rent out land for building or build houses and allocate a character that living space while retaining ownership rights.

Weynolt |

I wonder about things like paying rent to an individual/organisation. When establishing a settlement, you are allocated a piece of real estate around the centre of the settlement to which people can be allocated building rights through some kind of management portal. You can then rent out land for building or build houses and allocate a character that living space while retaining ownership rights.
Yeah, sounds good. Might become a way for a rival faction to establish a foothold in a community without powers that be in a particular town knowing what's going on.
Also becomes a source of income, either for town or for renter, though more for those who already are in the "have" category, if they are able to build something like a tenement.
Anyone else think this is starting to sound like the Tropico games? In them, you can plan out all the buildings that you want, but if you aren't paying people enough to be construction workers, they won't build stuff. If citizens don't want it, they won't use it, and you can't force them to do anything without providing enough incentive (money) or enforcement (soldiers).

Weynolt |

Good thoughts, too, around vacancy and account inactivity. I get the feeling that most whole towns are going to be faction represented. I guess the bigger question will be around property rights and how locked a locked door becomes!
Two months does seem feasible, if we're somewhere in the range of each RL day equaling about a week in game, that puts vacancy at about a year in game.
I agree, I don't want to clear out my hold every day I step in, but if I'm actively participating, any NPCs that live in my town should keep most of the environment from encroaching too quickly.

Hudax |

Good thoughts, too, around vacancy and account inactivity. I get the feeling that most whole towns are going to be faction represented. I guess the bigger question will be around property rights and how locked a locked door becomes!
Two months does seem feasible, if we're somewhere in the range of each RL day equaling about a week in game, that puts vacancy at about a year in game.
I agree, I don't want to clear out my hold every day I step in, but if I'm actively participating, any NPCs that live in my town should keep most of the environment from encroaching too quickly.
What about being inactive overnight?
When your guild logs out for the night, who is defending the town from other players? Will the town defend itself? Will the number and power of NPCs/defenses increase as fewer guild members are online?
What is to prevent another guild from walking in and easily conquering your town at 4 am, simply because no one is online?

![]() |

NPCs. PCs should be able to hire NPCs, although this should be expensive, the NPCs should be low-level and a limit to the number of NPCs hired by a single PC should be capped. I am using 'levels' here as an example! First level PC can't hire an NPC. Fifth level PC can hire 1 NPC, 10th level PC can hire three, 15th level can hire five, etc etc.
This makes it useful for people to band together. A handful of higher level PCs hire 'Guards' who can provide an offensive option to their Base of Operations besides the thick banded-iron reinforced door and the barred windows, the lower-level PCs hire support staff such as the Cook (provides food that may or may not have mechanical benefits), Maids (keeps the place tidy) Laborers (carrys stuff for you) and grounds-keepers (keeps the outside tidy)
I think what other people have said in the various threads is that once a structure is built to a certain level, it should be fortifiable.
A three-room log-cabin is suitable protection from the elements, but against a dedicated thief, less so. Against a band of brigands armed with big muscles and some fire, exceedingly less so.
That same house, now built out of bricks and mortar with a sturdy door and thick wooden shutters should be much harder to break into, but it can still be done.
That same house, now built out of quarried stone blocks with a mithril door and glass-steel windows is all but impenetrable...and it's probably a supply-dump shed or something equally delicious. Sit back and watch scores of people tear each other apart to get inside.
Personally I'd be the sort of player who would build just such a building, fill the first two rooms with deadly traps, the third room has a single chest containing a piece of paper reading "Clean up on your way out."

![]() |

NPCs. PCs should be able to hire NPCs, although this should be expensive, the NPCs should be low-level and a limit to the number of NPCs hired by a single PC should be capped. I am using 'levels' here as an example! First level PC can't hire an NPC. Fifth level PC can hire 1 NPC, 10th level PC can hire three, 15th level can hire five, etc etc.
This makes it useful for people to band together. A handful of higher level PCs hire 'Guards' who can provide an offensive option to their Base of Operations besides the thick banded-iron reinforced door and the barred windows, the lower-level PCs hire support staff such as the Cook (provides food that may or may not have mechanical benefits), Maids (keeps the place tidy) Laborers (carrys stuff for you) and grounds-keepers (keeps the outside tidy)
I think what other people have said in the various threads is that once a structure is built to a certain level, it should be fortifiable.
A three-room log-cabin is suitable protection from the elements, but against a dedicated thief, less so. Against a band of brigands armed with big muscles and some fire, exceedingly less so.
That same house, now built out of bricks and mortar with a sturdy door and thick wooden shutters should be much harder to break into, but it can still be done.
That same house, now built out of quarried stone blocks with a mithril door and glass-steel windows is all but impenetrable...and it's probably a supply-dump shed or something equally delicious. Sit back and watch scores of people tear each other apart to get inside.
Personally I'd be the sort of player who would build just such a building, fill the first two rooms with deadly traps, the third room has a single chest containing a piece of paper reading "Clean up on your way out."
And months go by with your structure all but forgotten...a gaggle of goblins move in and it has now become player made dungeon content for some PC(s) who happen across it.

![]() |
1 person marked this as a favorite. |

Exactly. Players who leave the game for extended periods of time after 'cluttering' the landscape actually generate content. Even if players build themselves crude, primitive structures in the 'starting' regions and abandon them, constant traffic could keep them relatively monster free.
It would be interesting if players were able to go the 'Minecraft' route and build structures underground or create hidden rooms to hide them from rival players/looter PCs. On one hand, being able to have your 'living quarters' above ground with enough 'loot' on hand to satisfy the thieves, but having the true wealth safely hidden in a basement or a cellar (or the walls!)
It would also be interesting if players could buy 'plots' of land with useful or interesting features, such a a Cave or a Spring or a grove of trees. Buy an otherwise useless plot of land on the side of the mountain. Move into the cave, add a thick door and brick up the back end of the cave where the tunnels lead deeper into the mountain, put some planks in to create a floor, boom, instant cheap bolt-hole far enough away from the city to safely hide out if you get into trouble with the law or other players. Even better, if you can cultivate some bushes or hanging moss, or redirect a stream to cover the entrance, you're all but invisible to most players except the truly determined or the explorer types.

![]() |

Exactly. Players who leave the game for extended periods of time after 'cluttering' the landscape actually generate content. Even if players build themselves crude, primitive structures in the 'starting' regions and abandon them, constant traffic could keep them relatively monster free.
It would be interesting if players were able to go the 'Minecraft' route and build structures underground or create hidden rooms to hide them from rival players/looter PCs. On one hand, being able to have your 'living quarters' above ground with enough 'loot' on hand to satisfy the thieves, but having the true wealth safely hidden in a basement or a cellar (or the walls!)
It would also be interesting if players could buy 'plots' of land with useful or interesting features, such a a Cave or a Spring or a grove of trees. Buy an otherwise useless plot of land on the side of the mountain. Move into the cave, add a thick door and brick up the back end of the cave where the tunnels lead deeper into the mountain, put some planks in to create a floor, boom, instant cheap bolt-hole far enough away from the city to safely hide out if you get into trouble with the law or other players. Even better, if you can cultivate some bushes or hanging moss, or redirect a stream to cover the entrance, you're all but invisible to most players except the truly determined or the explorer types.
Well I don't think absent players under any circumstance will be able to clutter the landscape for long. Nearby cities will be getting stronger, while the idle land either cannot afford to keep it's NPC defenders, so it is either getting weaker, or staying the same at best until someone decides it is time to take it for themselves. In a game like this, keeping something from being taken will not be easy to do active... Inactive... well you can kiss it goodbye. Now housing/guild housing etc within a city, I'd imagine the city owner would have some control over that themselves if they wish to clear things out.

Hudax |

Speaking of city ownership...
In WoW there is some strife over guild ownership. People have a perception that being in a guild and participating in its growth give them a share of ownership. The cold reality is that the guild name and bank all belong soley to the GM, who can do with it whatever he wants.
Will city ownership be that draconian, or will ownership be based on a percentage share? Or will it be determined by the bylaws of the guild that builds it?

![]() |

Speaking of city ownership...
In WoW there is some strife over guild ownership. People have a perception that being in a guild and participating in its growth give them a share of ownership. The cold reality is that the guild name and bank all belong soley to the GM, who can do with it whatever he wants.
Will city ownership be that draconian, or will ownership be based on a percentage share? Or will it be determined by the bylaws of the guild that builds it?
I hope that too is decided by the guild who builds it...some guilds might prefer the iron hand, where others would prefer an open sense of community. Where we each decide to "live" would be influenced by that decision.

Weynolt |

INheritance is a tricky subject. I think giving players some opportunity to wrest control from someone who rarely logs in and has no official position within the guild seems important.
Though I can't see a better way of keeping guild materials safe than in giving them to someone who only rarely logs in. Can't be stolen if it doesn't exist in game!

![]() |

Perhaps build off that? Player who is leaving can either 'sign over' the building to the Guild itself, meaning that the building becomes an 'open property' to the entire Guild but is still 'locked property' to rest of the Server.
Alternatively, a petition from the Guild itself if the player suddenly rage-quits and tries to 'punish' the Guild by keeping the Building(s) out of their hands could also restore the Land/Property Deed back to the Guild in the form of an 'Open Property'.

![]() |

A logical function for a town/kingdom, would be assigned officers, possibly with different specializations. Say a financial role that controls taxes/resource cost etc... Military that controls where defensive structures are set, possibly guard patrol paths etc... Diplomat who would be implied for affairs and overseeing citizenry requests (IE member requests), and maybe a few other roles. The guild leader can appoint and remove people from these roles at will. The leader may or may not be able to change these at will, or he may just be in charge of picking who is in charge like a real appointed leader does. Depending on how many officers are online they can call a vote, and dethrone a king and grant one of themselves leadership.
A second option would be a 24 hour call to vote, where through mail or some other ballet system, every member of the guild can stop by a ballot box. If within that call to vote, over 75% of the people who vote, vote in favor of dethroning, and the person who initiated the call will be made leader (if the people agree that the king needs replaced but do not want the person, someone else can also initiate a dethrone request (note all numbers can be changed to something that works better)

![]() |

Onishi, that is brilliant. It prevents Guild Leaders from going nuts with power but I would add that a Guild cannot be 'disbanded' by any one person, especially a Guild Leader (King) who knows the vote is coming and decides to dissolve the Guild and takes off with the best stuff.
Perhaps a Guild cannot be dissolved without the King and at least three officers agreeing and putting out a 48 hour vote? It prevents the 'I'll take you all down with me' scenario, and like a great many things, such as the thumbs up/thumbs down system, it's tied to your account. One vote per account, to avoid Alt-Spamming to the course a small number of people may want?

![]() |

So, in resurrecting this old post, we can see where some of these ideas found root...and I was hoping to branch to a new topic:
What buildings would we like to see made available and what role/purpose/benefit would each have?
Some I hope we can choose to build:
Company Barracks/Hall: Companies would be able to rent these facilities from the settlement, they would have the same role as guildhalls in other MMOS, offering communal storage and a place to call home (or whatever other use they want to put it to).
Library: old bias, maybe allow certain (more scholarly) skills to be trained.

![]() |

Excellent choice in necro.
A company barracks sounds good. It would be good to have a place for allies that are not part of the nation. Mercenaries and such. Everyone will want to have these. I know my guild will be small time with a few buddies, and probably not welcome to be a part of the larger nations (usually the case in territory games like Eve)
Library, yep good for scholarly skills and even for wizards, maybe a wizards keep instead but a library can be a duel role.
Militia Barracks for recruiting npc's. Maybe a limited recruitment per day. Only able to use once a settlement reaches a certain size.
Of course the usual town buildings, mill, blacksmith, tavern, stables, temple, etc.
I need to read up in the thread a bit and see what all has been said.

![]() |

For simplicity and for space conservation, I would like to see all of the CC "Rooms" in a single "Great Hall" type building. With upgrades allowing room for more CCs, storage, private meeting rooms, etc... Maybe, someday, a large room where all the CCs hang their banners.
A public storage for non company affiliated citizens, traveling merchants, maybe combined with the City's storage.
Small buildings that could serve as volunteer fire depts., guard posts, P.O. Box, city maintenance sheds, etc... Places where citizen's skills could be put to use while offline.
Stables (future dreams) to park your ride, rent/repair wagons, buy/sell mounts, etc...
And, for Me, a Grand Palace. With licorice ice cream always on hand, served buy intelligent man-sized hamsters....
Oh! And a popcorn machine!

![]() |
1 person marked this as a favorite. |

And, for Me, a Grand Palace. With licorice ice cream always on hand, served buy intelligent man-sized hamsters....Oh! And a popcorn machine!
In modern times, we make ice cream from anti-freeze. (seriously its disgusting)
In PFO times Ice cream is made from Frost Giant ______!!! You fill in the blank lol.

![]() |

I'm keen to have a 'home' because the dilapidated cottage right on the edge of town is de rigueur for your average nature witch.
I don't really mind if the interior is shown as a basic abstract, even just as a pop-up utility screen showing what can be done. What I am more interested in is having the exterior scream 'this is the cottage of a witch'. That doesn't really work if all PC houses look like a mock-Tudor three-bedroom in the suburbs.
I don't really know how you could allow personalisation of the exterior. Skins might be the answer, so that a basic house shape could look like a log cabin, shaped stone stronghouse, or run-down cottage.

![]() |

The topic has been broached before and I was one of the proponents, very interested in being able to build a secluded tower or hidden bower. My recollection is that there are currently no plans to include such independent constructions in the design.
Consequently I am all for making it clear that these are considered high on the 'desirable' list.

![]() |

I am not a programmer by anyone's longest stretch of imagination. If GW were to design skins for structures, how much work would each skin take?
Wouldn't they have to be different for each structure shape?
In order to be different and add that "uniqueness" desired, wouldn't the Devs need 100's of different skins at the least?
If there isn't enough variety, then what is the use? Seems like a lot of effort for a few sales of each skin in any cash shop.
IMO, player designed would be they way to go. Either a toolset to design for everyone (possibly too chaotic in results), or player submitted skins for GW approval.

![]() |
This is my wishlist for the time somewhere in the middle of EE era :) And this is my list with my dwarven cleric of Abadar in mind.
Tavern - relaxation/information hub with built-in tools for forming groups and access to the quest list, generated by PC and NPC alike.
Church of Abadar with infirmary and small school/library - as place of worship, respawn point, debuff-removing facility, small training facility for scholar, clerical and social skills.
Foundry - crafting and training center for all experts in all things metal.
The Free-Mason Hall - to train masons and store our resources before our new project starts.
Town hall/town vault - to plan how to buid other things an to store our valuables.
Stone walls with stone towers with crenellations. few catapults on these towers, few guards in the barracks nearby...
Hmm... brewery, slaughterhouse and sausage-making facility will be next step :)

![]() |

dwarven cleric
HEY HEY!!! Get out of my builds lol. One of my main character plans. I dont know the gods of the world though.
I think we have alot of cool build ideas for buildings.
I am sure most of them will not be in EE. Reskins will be in OE Im sure, since they will want to have some variety on each settlement.
Also what we need... Dungeons under the castles. Sewers under the towns.
The sewers and maybe the dungeons fill up with monsters over time. (kinda like the NPC settlement plans)

![]() |

I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.
You can send adventuring parties OUT, or you can send them IN.
It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that.

![]() |

Well, I assumed the specialization would come from a limited number of "specialized building plots". For instance, you might have to choose 3 out of 12 large buildings, 10 out of 20 medium plots, and small plots are more expandable (here is where the soft cap comes in), but the return is only such things as living space and storage.
Each level the settlement expands down only adds (for example) 3 medium plots and again the x number of small plots...again only adding character, and storage.
So the settlement is still required to choose carefully and specialize since the larger buildings provide the greatest impact.
My fear, and what I hope GW prevents, is that I hate having the option to build a city/town in a game....my guild spends two months gathering materials and upgrade it. Then we reach the inevitable arbitrary cap and have nothing else to build. I hate that...I hope instead that GW designs the cities so that they "Appear" infinitely expandable but use soft caps, increasing the cost of building. The means of increasing cost could be done several ways, simple distance of the plot from some central point (this would include down), or even just as x percent of a hex is built upon.

![]() |

I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.
You can send adventuring parties OUT, or you can send them IN.
It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that.
There is potential for under-settlement sewers/storm drains to be a point of ingress/egress in PvP and possibly smuggling.

![]() |

DeciusBrutus wrote:There is potential for under-settlement sewers/storm drains to be a point of ingress/egress in PvP and possibly smuggling.I assumed that one of the building options would be a cathedral with catacombs that open into the caves that reach the underdark, or absurdly spacious sewers that for some reason lead into other dungeon types.
You can send adventuring parties OUT, or you can send them IN.
It seems like the design is intending to limit the total number of buildings such that settlements must specialize. Putting a soft cap of higher costs doesn't actually do that.
Yes, but it seems like a case of "is would be awesome if X" leads to "nobody ever does X".
The weakness created by such a system is a reason to not build it, so there would have to be a really good reason to build those sewers or storm drains. Or it could simply be required, in which case every city has essentially the same possible attack avenues.

![]() |

...Yes, but it seems like a case of "is would be awesome if X" leads to "nobody ever does X".
The weakness created by such a system is a reason to not build it, so there would have to be a really good reason to build those sewers or storm drains. Or it could simply be required, in which case every city has essentially the same possible attack avenues.
Perhaps the morale of the NPCs populating the settlement would rise, increasing the development index and possibly productivity if they could flush away their problems. If we were going to have weather I could generate a case for storm drains.
It has to go somewhere, and that is likely outside the town.

![]() |

I like that Towns can only have a set number of buildings, and thus can only specialize in a certain way, leading to alliances between Hexes as people realise that the various towns need to work together.
Towns A, B and C might have to work together, even if their Leaders don't particularly like each other, simple because town A has everything to train Wizards and Clerics, but town B has the easiest access to the materials to keep those Training Halls running, while Town C has focused upon training Warriors but has access to the rare ingredients and potions that the Alchemy and Rogue-Focused Twon B needs to function at full capacity, while Town A has access to the iron mines needed to produce weapons and armor for both.
I would like to see Sewer-Systems intergrated into the game at one stage, but before that, I'd like to see 'Secret Rooms and Tunnels', so that people who own several buildings and have the right skills can secretly expand under their own buildings to create hidden treasure rooms, 'private holding facilities' and personal escape-routes from the town in case of an angry mob with torches and pitchforks/enemy army invasion/smuggling route.
But otherwise, I'm really liking the current display video, although I'm hoping that's just a display of 'sections' of a town, not a town itself.
Also hoping we're able to build outside of a Settlement without needing to 'dominate' the Hex, but with obvious (and painful) penalties.
The Tavern out of the city, along the trade-route, makes for an excellent stop-over point for Players who like to go dungeon-delving, and a prime place for merchants to come and buy those wares without having to risk getting outbid back at town. It also makes a mouth-watering target for Bandits. Loot and Mead?
The Lumber Mill should be situated near a Forest, naturally, but that also puts it right in range of angry Fey, Druids and possibly Dragons too.
I'm still hanging out to hear about the 'Farm'-Building Mechanics. What's the time-frame for planting, growing and harvesting? What sort of Farms can we build? How necessary are they to Players, or are they just there to raise Development Indexes?

![]() |

I like that Towns can only have a set number of buildings, and thus can only specialize in a certain way
I would just like to point out that these are not necessarily mutually exclusive. Limiting the number of buildings which create specializations/bonuses creates settlement limitations, limiting construction that does not offer training or mechanical benefits does not...it just frustrates those who enjoy continuing to see the rewards of working to the common good through continued communal expansion/upgrade.
For instance...I would like be able to work toward having the most powerful settlement in game...as opposed to just maxing out at tier x...like every other relatively stable settlement in game.

![]() |

Ok, as far as wishlists go, and seeing that undergroundbuilding is already mentioned,
how about "growing" a town?
elven treeptop villages/druid settlements; might need fewer ressources, but require more builders(the whole village) and more time?
also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills?

![]() |
also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills?
So-called "NPC" roles of commoner (resource gatherer), expert (resource processor and crafter) and aristocrat (social organizer and city planner) will be equal to "PC" roles, it seems. For more info see "Are you experienced?" and "If I had a hammer" blogs on goblinworks.com.
So I think full progression as an expert will take also about 2,5 years.But things can change, ofc. And I may be wrong with my guess.

![]() |

Gedichtewicht wrote:
also, on a sidenote, i`d like to now, how timeconsuming the learning of building/crafting/harvesting skills is planned to be in comparison to a "class", we know that that will take around 2,5 years, how about those skills?So-called "NPC" roles of commoner (resource gatherer), expert (resource processor and crafter) and aristocrat (social organizer and city planner) will be equal to "PC" roles, it seems. For more info see "Are you experienced?" and "If I had a hammer" blogs on goblinworks.com.
So I think full progression as an expert will take also about 2,5 years.
But things can change, ofc. And I may be wrong with my guess.
Thanks, i obviously have to go over some blogs in more deatil.
and pardon my spelling/typing errors :/