Something that works like Church

Forum for suggesting changes to Salem.

Re: Something that works like Church

Postby Realak » Sun Jun 08, 2014 1:11 pm

nice dodge

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Last edited by Realak on Sun Jun 08, 2014 1:15 pm, edited 1 time in total.
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Re: Something that works like Church

Postby Brego » Sun Jun 08, 2014 1:15 pm

Realak wrote:nice dodge


worse **** inside you
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Re: Something that works like Church

Postby Realak » Sun Jun 08, 2014 1:18 pm

Still dodging?


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Re: Something that works like Church

Postby Kaios » Sun Jun 08, 2014 5:19 pm

In my opinion just a Church itself shouldn't be what negates darkness and drives away the spawns, but rather the building of a settlement in general. In Haven & Hearth when you're first starting out in an untouched area, the animals that spawn within are all at their highest level.

However, once you begin to build your settlement and chop down trees and modify the land around you the animals begin to spawn with less frequency and at a lower level than before.

I feel the darkness should work similar to this. Going out to the darkness and building some crappy outpost with a church inside shouldn't be all that it takes, a real settlement should be required.
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Re: Something that works like Church

Postby JohnCarver » Sun Jun 08, 2014 5:29 pm

Kaios wrote:In my opinion just a Church itself shouldn't be what negates darkness and drives away the spawns, but rather the building of a settlement in general. In Haven & Hearth when you're first starting out in an untouched area, the animals that spawn within are all at their highest level.

However, once you begin to build your settlement and chop down trees and modify the land around you the animals begin to spawn with less frequency and at a lower level than before.

I feel the darkness should work similar to this. Going out to the darkness and building some crappy outpost with a church inside shouldn't be all that it takes, a real settlement should be required.


I think your solution is an improvement to the current mechanic. Although, I do consider it somewhat punitive in that we would be punishing players to do more to settle in the darkness and I have discussed before we are avoiding punitive patches at the moment.
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Re: Something that works like Church

Postby Scilly_guy » Sun Jun 08, 2014 7:36 pm

I think pushing back the darkness should be harder so telling me that I am lazy just doesn't make sense.

I would argue against simply building a settlement/working the land/cutting down trees being equal to civilising the land, it should have an impact, as should the church, but I think it should require on going effort to keep it at bay, and you can't keep building stuff forever, and no one wants the bucket forests of HnH w3 (was it w3?)
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Re: Something that works like Church

Postby Potjeh » Sun Jun 08, 2014 7:51 pm

Settlements should generate civilization points, which are hardcapped by the number of civilization structures, such as churches and statues. The more civilization points, the further the darkness is driven away. So if you want darkness close to your settlement, you simply don't build any civilization structures. Though I think there should be some penalties for an uncivilized base, such as weaker defences or higher susceptibility to witchcraft.
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Re: Something that works like Church

Postby Vigilance » Sun Jun 08, 2014 8:10 pm

Potjeh wrote:Settlements should generate civilization points, which are hardcapped by the number of civilization structures, such as churches and statues. The more civilization points, the further the darkness is driven away. So if you want darkness close to your settlement, you simply don't build any civilization structures. Though I think there should be some penalties for an uncivilized base, such as weaker defences or higher susceptibility to witchcraft.

Yes please. Make witchcraft hex difficulty scale with darkness, which scales with civilization.
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Re: Something that works like Church

Postby nonsonogiucas » Mon Jun 09, 2014 1:28 pm

Am I mistaken or are the ideas converging?

I like converging ideas... it could mean they are good. :D
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Re: Something that works like Church

Postby materia » Mon Jun 09, 2014 9:28 pm

JohnCarver wrote:
Kaios wrote:In my opinion just a Church itself shouldn't be what negates darkness and drives away the spawns, but rather the building of a settlement in general. In Haven & Hearth when you're first starting out in an untouched area, the animals that spawn within are all at their highest level.

However, once you begin to build your settlement and chop down trees and modify the land around you the animals begin to spawn with less frequency and at a lower level than before.

I feel the darkness should work similar to this. Going out to the darkness and building some crappy outpost with a church inside shouldn't be all that it takes, a real settlement should be required.


I think your solution is an improvement to the current mechanic. Although, I do consider it somewhat punitive in that we would be punishing players to do more to settle in the darkness and I have discussed before we are avoiding punitive patches at the moment.


i think churches are fine, if anything there should be an option after you build it (this could only be used only once) where you could choose the amount of tiles you want the church to cover, with limits set, highest 1000tiles and lowest 500tiles.
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