Colony/Faction Claims

Forum for suggesting changes to Salem.

Colony/Faction Claims

Postby colesie » Sat Mar 09, 2013 6:41 pm

A Faction claim is a very large claim that can be planted in one central location and is very large, being at least two to three times the current village claim size. It works the same as a village claim but has another difference, other villages can join it. The mayor of a village is able to apply to join the faction and if accepted into it, the village's authority is added to the total "pot". Which can be paid at the faction claim. The village claim will then turn into the faction's name and claim and lose its old name. When it comes to declaiming, the village's actual authority (without colony claim) will go into place so as to avoid dropping bells just to declaim others. And example being that if you have a newly made bell with 750 authority and a declaim takes 900 authority to drain it you will need to raise your authority to ~900 as you do now. This allows for colonies to form around the map all under one banner and keeps claim upkeep in one area. The faction claim will have a fairly large base upkeep obviously. On top of village chat, we will have "faction chat" which is a chat for all of the villages tied to the bell. As an added bonus, faction claims should have a different (preferably customizable) set of authority object graphics.

Pros:
One central payment needed instead of multiple upkeeps
A group chat for all villages involved
Potential for more wide-spread groups
Village claims can't be made (any more than they already are) to declaim land since the local authority is what affects the declaim

Cons:
Higher upkeep
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Re: Colony/Faction Claims

Postby darnokpl » Sat Mar 09, 2013 7:35 pm

Village -> Town -> City
Small fort -> Fort -> Castle
I wrote this long time ago on .pl forums, now just dropped into google translator.


The village can build farms, simple huts, containers, straight fence protecting animals, structures for hunters and fishermen, livestock. Each village should cover a certain area - "impact" something like a town / village claim, but much larger and free to maintain, just use a little faster ability to transport / movement of the villagers in the area and blocking the construction of other villages. Areas of "influence" each village should not overlap.

The town is located on the outskirts of the farm (and everything above), center (arbitrarily limit the size of the center, where you have to put and end) palisade fenced, large buildings to collect the goods, simple infrastructure mill, bakery, kilny (no smelters). The increased area of ​​influence in relation to the village, block building towns, but not villages.

A much larger city than in the previous case. It may contain the structure of the previous levels plus the development of new and smeltery for burning iron, better walls, barracks (where you can quickly drive a municipal police statistics), the market (every person can build your stand and trade barter to buy / sell any goods). The increased area of ​​influence in relation to the previous building blocks of cities, but small towns and villages.
Allows you to choose the mayor (the imposition of taxes, small works inspected by the mechanics of community management).

Small fort, well-protected (better than the walls of the town, but weaker than in the city), simple towers, stables, warriors able to quickly move around the area protected by the city. Horses after crossing the border "effect" of the town should wane, and finally die. Barracks for driving stats - efficiency comparable to the barracks of the city.
It can cover an area equal to the area of ​​influence of the city, blocking the formation of other cities, but cities / towns / villages.

Fort bigger and better protected from the castle. Walls comparable to the city walls, towers mean, stables (allowing for further expeditions than castles), improved barracks. Area of ​​influence may include areas of 3 cities, building blocks of other forts, but not castles.
Ability to produce basic siege engines (rams, catapults / work).

Best Castle walls, towers, stables, barracks. Enhanced siege engines (siege towers, which can drive up the walls and attack the enemy without destroying defensive structures). Area of ​​influence may include 3 areas forts, blocks the formation of other castles.
Allows you to choose the king and the establishment of a government (system, the king gives orders to the mayors who change laws / taxes / duties in the cities, mechanics of collecting taxes, the system of rights and obligations for the entire kingdom).
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Re: Colony/Faction Claims

Postby colesie » Sat Mar 09, 2013 8:23 pm

No. Please make your own thread to post a completely different concept. Limiting what you can craft based on what type of claim you have is not what I would like to see or what I was going for
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Re: Colony/Faction Claims

Postby Mereni » Sun Mar 10, 2013 4:01 am

So, this would be Mostly the same to how it is now with each local bell needing it's own authority to declaim something, and a waste claim affecting whatever local bell it's covering, but all of the member villages would have the same name and one central place to pay silver? I like this idea.

I do think it would be nice to keep the village names and add a second line like 'Of [name] Colony' instead.
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Re: Colony/Faction Claims

Postby colesie » Sun Mar 10, 2013 4:45 am

Yep, same raid mechanics just an added connection
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Re: Colony/Faction Claims

Postby Ornery » Sun Mar 10, 2013 6:52 am

Mereni wrote:I do think it would be nice to keep the village names and add a second line like 'Of [name] Colony' instead.


I like this
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Re: Colony/Faction Claims

Postby iotuegli » Sun Mar 10, 2013 3:42 pm

mmm why you want a faction claim??

assuming i never played in a town, why you want another type of claim just for bigger comunities?
i think town is enough, maybe with some improvements will be still better

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Re: Colony/Faction Claims

Postby dageir » Sun Mar 10, 2013 3:48 pm

A fine idea indeed. I take it the areas do not need to be interconnected, but might be spread all over, right?
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Re: Colony/Faction Claims

Postby colesie » Sun Mar 10, 2013 6:00 pm

dageir wrote:A fine idea indeed. I take it the areas do not need to be interconnected, but might be spread all over, right?

Indeed, essentially the villages are separate bodies in themselves, but when connected their authority is then tied into one giant pot. By putting money into your bell, you pay into that pot to keep the colony going.
It's a way for allianced villages to support one another and keep eachother going
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Re: Colony/Faction Claims

Postby FearTheAmish » Sun Mar 10, 2013 10:23 pm

I really like this idea, currently i know of several "towns" that because of population now are actually several towns. Also it allows you to place towns near specific biomes so they can specialize. This would not only allow that but would allow more collaboration and a future to go from just Towns/Factions to Cities/nations, I LOVED this aspect in games like Shadowbane and EvE.
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