Actual function of buildings?

@Avairian

Well perhaps with decorations in Stonehearth, some have more positive effects than others. Thus for a Japanese Home, you could have less decorations but still get just as good bonuses.

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Perhaps the use of certain materials in the construction would also add a benefit, plus nearby aesthetic improvements such as flora and gardens.

This does prove an issue though, as certain styles (such as minimalism in Japanese style) may become more dependent on variables besides the house/structure itself.

true, but then you could work towards crafting fewer decorations, but those would provide more substantial benefits…

@Avairian Actually the house of middle class Japanese would be decorated with painted panels and screens, depending on the period. The place that wouldn’t be decorated is the tea room, which again depending on the period would be quite austere.

Not sure if anybody mentioned this, but maybe if you do want a conquest-based nomad empire, your net worth could go up not only when you get better houses, but when you accumulate riches from a battle. A victory could also boost your Villager’s happiness by quite a bit, even for a short time. This way, no settlement would be restricted to permanent towns.

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oh, good point… direct tangible wealth could/should definitely play a role… :+1:

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That I know, however the way they decorated is very minimally, especially compared to today.

What I think would be cool is if you had various classes of material used in construction. For example you could have your house from rough wood blocks, polished wood blocks, carved blocks, and each would be add addition wealth value to the house. This would work really well with the Japanese mod with their focus on architectural and material decoration over objects.

Also would work really well with the nomads as you could have different material tents, from cloth and wood all the way up to carved beams ect.

You make him sound so uncivilized! He would ask for a tribute and for the complete surrender of the city beffore doing anything of the sort.

You know nothing @Swift_Cube

When arriving to a city he would raise a white tent on the first day, when the sun rose the next day the tent would have been replaced with a red one during the night, on the third day there would bee a black tent.

Now what dose this mean?

The White tent means that none will be harmed as long as the city opens its gates and turns over all weapons and valuables.

The red tent means that every man able to hold a weapon will be killed(most if not all men in there eyes) and the women and children enslaved.

The black tent means that every man woman and child within the walls will be killed and the city burned to the ground. This also usually involved not leaving a stone on top of another is a rather literal sens.

Not nessisarily, he sent this on trade caravan to an empire (Can’t remember the name, but it’ll come to me). The governer of a province raided the caravan. Genghis later sent an army of several hundred thousand and murdered almost every citizen, diverted a river to the emperor’s birthplace so it never existed on a map, and killed the governer by pouring molten iron down his eyes and throat.

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Let’s keep the off topic discussion of the history of Genghis Khan to a minimum eh? :slight_smile:

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Well he seems like a nice and reasonable man. :smile:

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indeed, i could definitely see this being a thing that adds to a settlements worth… spending the time on either acquiring or crafting those higher grade materials, as well as investing in the craftsmen, tools or materials required to build the more elaborate structures…

Just something quick I wondered about – is there a forum/type of thread where off topic is okay? In other words, conversations are allowed to develop naturally in various directions as they do IRL? Kind of a ā€œcasualā€ subforum/board? I understand the need for keeping on topic in some cases, but sometimes it feels rather a shame to quell interesting asides like some good old discussion of Genghis Khan history :slight_smile:

Anyway, I did have a thought on topic based on the whole nomadic playstyle idea. I think @SteveAdamo has a good point when he says,

but I do think it might be reasonable to have different kinds of ā€œbuffsā€ for nomadic playstyle as well, that are relevant to that sort of life. Like the

mentioned by @Swift_Cube. These buffs might be fewer or weaker to represent inherent difficulties in such lifestyles, but might also be unique so that for certain goals, it might yet be a good idea to go the nomadic route.

Just a thought, of course. I know the game is intended to be a citybuilder, so perhaps nomadic life is just not in the cards… but it seems like something that the engine could handle fairly well and that could be added relatively easily for those who do like that sort of thing.

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the general discussion is usually granted more leeway in terms of how ā€œoff trackā€ a thread might veer… we do try to not be too overly oppressive though… :smile:

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Like @SteveAdamo said, we generally give general discussion a wide berth and let conversation go wherever it dictates there, unless of course we need to intervene :slight_smile:

Whilst we try and let conversation develop naturally there is a point where intervention is needed, whilst interesting, discussing the history of Genghis Khan in itself isn’t exactly relevant to the topic and original discussion. Of course if you were trying to make a point and were illustrating it with historical examples then fair enough, but in this instance conversation had seemingly veered off topic!

In terms of the nomadic lifestyle discussion, I would agree with you when you say:

I don’t see how, at least in the core experience with the factions we have available to us, the nomadic style would fit in. You would surely be making things incredibly hard for yourself, never settling, never building large structures and struggling to reach those high end items etc.

IF there was a faction completely tailored to a ā€˜nomadic’ experience then I can really see that working, but from what we’ve seen so far the focus is well and truly on building up your city and remaining somewhat in one place.

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Translation: @Geoffers747 * ā€œFire!ā€ *

@Elderon: Ah, how nice to discus history with someone of my… Whats that down there? Oh GOD!

Mayday! Mayday! Plane of thought shoot down, i repeat we are going down!

BOOM!

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Fair enough about the off topic thing. To be clear, I didn’t mean to complain or challenge, I was just genuinely curious. Like I said, I understand the need for it sometimes (it being explicitly steering the conversation back on track if it goes off topic).

Sounds like a job for future modders, then :smiley:

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Here’s a consideration I recently had. Looking at the building menus-in-progress, I noticed that each project seemed to be getting labeled like resource zones are (in the last Desktop Tuesday, you can see ā€œBuilding No. 1ā€ show up when the floor is laid down). Does this mean that each building you construct will be coded to define itself as a particular structure you own?

And what if there are structures you find away from your city–say for example, an abandoned mining camp with some cabins? This would clearly be something you as a city builder/supplier would need and want to take, so I’m curious as to how such new structures would be absorbed into your empire, and what exactly makes something a ā€œbuildingā€, especially considering future procedural generation in the world.

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That just means instead of giving a benefit to buildings the dev’s will cop out and just add penalties for NOT making buildings. I truly hope they don’t go down that road. My main priority is to poke and prod the devs to allow child birthing and higher populations as I cannot play this game for long without attrition surpassing new settlers by a factor of ten given ā€˜daily updates’ only appear every few weeks in game.

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