You know, I wish that the villages used Denier when it comes to trade with other villages. Sadly, this isn't the case, so, saying "they get better deals" isn't possible. Also, the Normans are descended from Vikings, so it'd sound better if they were the ones to get benefits through raids instead of trade. We can swap ideas with the Byzantines, but then, the whole "gets resources through raids" bit is the niche of the planned bandit villages, so I don't think it'd fit well for a standard village.Xour wrote: Normans: Economy through trade, If possible they should be able to trade with cultures when they have a disposition of 25+ with other cultures instead of needing to be good allies. They also get better deals than most cultures when they trade with people.
I like the idea, but there's a problem - High resource production at the cost of military simply makes them attract bandits and greedy players and always lose. Want a ton of cobblestone? Raid a Hindi village, they can't put up much of a fight. It's why I think they should be defensively organized and equipped. I think that increasing gather speed, especially of crops, sounds great, but they should be able to tightly hold onto that stuff as well.Hindi: Economy through gathering, more people gathering resources most of them can be defenders for there town as well but they are poorly equipped. extra buildings that are just for workers to live in.
So, it was discussed a while ago about the idea of having a central monument that both held the village's stats and served as a central point to a village (as far as the code is concerned), and we agreed on doing it because it took a ton of stress off of the I/O system and kept things centralized. We also talked about making that monument, which could be a shrine, grant the village passive benefits as it gets upgraded, as well as it'd serve as sort of an indicator of progress - you could tell how advanced a village was by examining the monument. Now, I wish that we could have some player choice influence just what passive benefits the monument gives, so you could ask that the village "spec" into A, B, or C, but then, I also feel this would get too complex. I want a village to be able to operate more or less independently and not require player input to advance. Really, this all boils down to what Galian is able to do. I'm all for giving each culture vastly different ways of doing the same tasks (and would prefer it), but that means more work for Galian in the long run.Japanese: Military and Economy through shrines? They have average of both but they can build shrines to increase those stats. I'm thinking that they can build maybe three or four shrines and each time they do it gives a random bonus e.g. they build either A, B or C. A gives combat B gives economy and C gives growth?
As I've stated plenty of times before, I don't want to give one culture a distinct advantage in raiding, both because that's the point of bandits and because it's not "fun." So, put it like this, what if a Byzantine village has befriended all nearby villages? Then they have no one to raid, and their bonus is worthless. If a culture DEMANDS raiding to be useful, then what's the point in befriending anyone? I want bandit villages to fill this niche because it makes them the "bad guys." I do like the idea of the Byzantines being "slower and heavier" than other cultures - everything of theirs is slow, but is technically "superior" to all other stuff.Byzantine: Military through tanking, they have military units with heavy armour and weapons, need to be slow and bulky. Also they need to be able to raid more frequently. Maybe they can build a planning headquarter for there raids that speeds up planning phase of raids.
You know, it'd be kinda cool if idols could be made which apply a passive bonus, but only if they're currently being held. Seeing as we're now given an off-hand, this might make up for the fact that they don't have a proper replacement for the shield. I'm imagining Speed, Strength, and a "Life-Drain" idols, to reinforce an "offensive" combat mentality. The would let a player "specialize" with the enchantments on Mayan weapons/armor, allowing them enhanced flexibility compared to the other cultures.Mayan: Military and economy through idols? Special members of the tribe that carry idols, while they are alive they can boost stats. needs to be more precise than Japanese shrines as in the bonus can be specifically for build speed, or a type of crop or for speed, health or attack of soldiers.
What if we gave the Inuits idols as well? But with more of a defensive flair? So, you'd get things like Regeneration, Resistance, and a "water suite" of Water Breathing, Depth Strider, etc. If they also had idols that gave bonuses to resource collection, then they'd work as a wonderful foil to the Maya.Inuit: Economy through Resourcefulness, the Inuits were survivors of harsh climates, I like the ideas of fishing bonuses and wandering hunters. I'd also like them to lose less resources after they are raided, as if they had hidden stashes of resources and for them to be able to find good things while fishing and hunting. (rare items that they can bring back to there town).
Before I compile any ideas, I'd like to hear from the fans a little more. Right now, we have like, 3 different ideas on how this should be built, and I'd like to have one or two more.Anyway this is just another lot of ideas for cultures, there have been a lot lately and eventually we'll need to decide on how we want to do things, maybe we should start compiling the ideas?