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Post by hardly on Aug 17, 2014 1:00:33 GMT
I think there should be warrior settlements and they should come after ore settlements. Ore should be easier to mine (read quicker) and you should be able to use it to develop a warrior class that you use on people like the Astari. This would replace the current happiness conflict mechanic.
Taking inspiration from other games the Astari should be simple opposition. They don't grow but they do periodically send out raiding parties to kidnap your people and burn down a few structures. Basically nothing too annoying. To defeat the astari you should have to build up sufficient military to rebuff their attacks and ultimately sack their homeland. This shouldn't be too hard to do once you've built sufficient resources.
Once you defeat the Astari further opposition should be added that plays more like a human player. That is expands its territory (although the land could be pre sculpted). There could be multiple enemies. This should be a real threat to the player. You'd need to fight your way into their territory and sack their capital.
None of these ideas are original but I think its time to discuss building conflict into GODUS in a more significant way.
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Post by Danjal on Aug 17, 2014 1:47:41 GMT
In my opinion, the settlement system of having a unique settlement for each "type" isn't something that is functional on the long run unless you're going to restrict it. Having a different settlement type for EACH resource of type would result in tons of different settlements as the ages progress. The scaling would be ridiculous.
Instead, having specialized followers or structures makes far more sense, and then 'unifying' these under a settlement structure. Example - each settlement can have a limited number of outlying specialization buildings depending on its size. A larger settlement can support more specialties, and part of the population from the settlement will be dedicated to these specialties.
As such you can have the farmers and miners as you already have. But a settlement could also split its specialties up between various styles. So a larger settlement could have 3/5 slots dedicated to farming while reserving the other 2 for another specialization (such as for example a barracks style specialty for warriors)
Warriors would not only be an offensive unit, but would also defend your people against wildlife and other invasive forces. And considering how this is a game about godly influences, getting religious turmoil later on is kind of unavoidable (unless you want to make it really dull), so having your warriors function in a policing role is also an option as you end up 'converting' more foreign cultures.
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Post by hardly on Aug 17, 2014 2:56:57 GMT
Yeah I think having say a certain number of specialists in a city that can be allocated would work. Perhaps they could give a bonus for specialisation.
I'd also like to see the ability to expand the city by leashing a build to it or just automatically if a builder was inactive in the city. I find the current model a bid fiddly. I like the way you start a settlement but once you get bigger buildings it's a bit annoying. I know you get expanded range later so maybe that helps.
I like the point about a police force of warrior class people and in fact that would tie in nicely with the happiness mechanic. The lower the happiness the more warriors you require just to maintain order.
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Post by 13thGeneral on Aug 17, 2014 3:51:38 GMT
I agree with Danjal, it's an unsustainable flawed system (like so much else in Godus). A settlement should be just a city center, regardless of the follower types that dwell within. The specialized structures and plots would determine the follower class; send a standard follower type to a field, and they become farmers; send them to a mine, they become miners; etc. The larger a settlement is, the more slots for the various types are available. Sadly, I don't think they'll redesign settlements a third time (I believe it's been stated a few times since this update that it's unlikely) which means we're stuck with a broken system - and will probably just get more "visual spackling" and hacked work around stuff that just avoids the underlying problem. It seems like 22cans has really stabbed themselves in the foot, repeatedly, and despite refusing to seek treatment they insists it'll heal just fine with some bandages and time. I mean look at this Farming Settlement - how is that ratio balanced? The place is essentially a hedonistic bordello with a few slaves to work the gardens. BTW: I got thinking; has anyone tried to merge two different types of settlements? I might have to try this.
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Post by Danjal on Aug 17, 2014 4:25:10 GMT
Can't merge two different settlement types, already tried that.
As for settlement mechanic - the creation system they have right now isn't all that bad and could really work out well. While its a bit odd, I kinda like how it works out.
All they'd have to alter is the way 'professions' work, and considering the whole "More stuff will be added in later ages", this is something that would happen regardless. Unless all the future professions will be alterations of the farmer and miner jobs, each with their own unique settlement and building/field plot... Not that big of an overhaul, as it wouldn't alter the main component of the current settlement system. Just their secondary application. If anything, it would unify the current system far more effectively.
There'd be a slight bit of management that would need to be handled. However, since that is already in place right now (sorry, a seperate settlement for each task??? Talk about a sprawling mess....) thats not that big of a difference. It'd just be moved to a much more logical place.
Question - can anyone think of a way we can move this into zen-like gardening terms? Because I believe thats what Peter would like Godus to become. Zen-garden Simulator 2015
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Post by 13thGeneral on Aug 17, 2014 17:18:24 GMT
Can't merge two different settlement types, already tried that. Darn. Altough I'm not surprised you already tried it; if anyone would have, it'd be you. Yeah, I see what you're saying. It's just going to take some thinking, and listening to the community's ideas for one - without over-interpreting our desires again. Well, elements that are important to zen are purpose, minimalism, nature, balance, and harmony. I think those are already present in the game, in some form, they just haven't been fleshed out or executed in a creative way that also matches the genre expectations.
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