Churches as they were ment to be

Forum for suggesting changes to Salem.

Re: Churches as they were ment to be

Postby Potjeh » Thu Aug 28, 2014 6:48 pm

I think it's a good idea to have civilization and wilderness give different benefits, and regulating to local civilization levels to suit your needs. The higher you raise civilization in your town the farther away you push the darkness, thus depending on trade for wilderness products (such as bears) but having an easier time making civilized products for trade (such as oiled boards). The opposite goes for raising darkness (via witchcraft).

Having buildings influence civilization level is good, and I think we should have more than just churches for that, especially some lower end things so casual hermits can raise their homestead's civilization level a bit. But I think it'd be a good idea to make the building just store the civilization points rather than generate them. The points themselves should be generated player activity of all sorts, such as raising proficiencies and humors, crafting stuff or harvesting fields. Different buildings could gather points from different activities in a large radius around them. To get really high civilization level you'd thus want to have both lots of top end buildings and plenty of neighbors. This would promote the growth of local communities because it'd reward established players for protecting newbies without the high risk of inviting them into town. Conversely, raising darkness could involve less friendly behaviour towards newbies, such as using them for human sacrifice ;) Anyway, the idea is to give a place to newbies in the world, which should hopefully increase the population.
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Re: Churches as they were ment to be

Postby RyanS77 » Thu Aug 28, 2014 7:10 pm

Potjeh wrote:Conversely, raising darkness could involve less friendly behaviour towards newbies, such as using them for human sacrifice ;) Anyway, the idea is to give a place to newbies in the world, which should hopefully increase the population.


This, Oh and implement holy water somewhere as a requirement for craftables and/or curios (or whatever but holy water for sure and made/blessed inside the church).
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