Building lots and lots of scenarios - Scenario Ideas

Here is another idea from the top of my mind. Hope you guys like it! :smiley:

So, I’ve decided to spice up this scenario idea a bit. This right here is a disaster scenario, in where an event happens and changes the game a bit, and you have to lead your settlers through it and ultimately survive.


##Drought :cactus:

Note:

Weather and water will definitely be added as a gameplay mechanic in Stonehearth, so it'll be quite reasonable to have some weather related disasters or scenarios. Take note that this scenario will be insanely hard.

Synopsis:

As you and your settlers work to make your city a much greater settlement, they notice that it has been getting hotter, and the water sources nearby are quickly trickling down to nothing. They begin to fear a drought is coming in the near days ahead. What can you and your settlers do to survive this natural event?

Type:

This scenario will be a natural occurring disaster.

Rarity:

######No, not that diva pony piece of crap from My Little Pony.

This event will only occur when your town has grown to a fairly large size, have good agriculture, wealth, and are near at least a medium amount of water sources, whether it be wells, ponds, etc. It would also only occur in places where it is sunny. Your town's stats also have to be quite high It'll also be quite rare. This is so that it can be a challenge for players who are good.

Difficulty

Hardcore. Though thankfully it is rare.

Time:

This scenario will take place over two to five days in Stonehearth time.

Branching Events:

Branching events are events that occur because of a larger, umbrella scenario. These events will happen based on what environment your city is currently in.

Forest Fire:

If you are near a forest of some sorts, you will be susceptible to forest fires. These fires will spread quickly because of dried brush and no large amount of water to stop it. This may or may not be a threat that will burn your settlement down, although it is recommended that you watch out for these very closely.

Sandstorm:

######!@#$ that stupid meme. ā€œDARUDE - SANDSTORMā€ IS NOT FUNNY ANYMORE!

If you are in an open area, you will be susceptible to a sandstorm. In a sandstorm, it'll be harder for your workers to work, and may harm your settlers due to the harsh winds and sand blowing through the air. The sand hitting the buildings may damage them if they are weak enough.

Water Sources Drying Up:

Any water sources in the area which your settlement is, whether it be lakes, ponds, wells, fountains, etc, will quickly dry up to a small amount, making it hard for your settlers to survive and work.

Turning Up The Heat

######Crappy name, I know.

Since it is a drought, heat will be a gameplay mechanic in here. The heat will make your settlers work slower and will require more water to work, which will be hard since water is depleting. 

Crop Harvest Failure

If you're planning on harvesting crops in the drought, too bad! Since I'm guessing crops will need water, the drought will kill your plants due to no water, and the heat will dry them up and destroy them. So, store up some food before this happens.

Storms

After the drought is over, a storm will rain on the area, cleansing the area again to it's normal state.

Environment Changes:

The area affected will turn brownish and dry looking. The plants and trees around the area may dry or die. Wild critters living there may move out of there for the time being, and factions living in the area may temporarily or permanently abandon their settlements, although this will not be incredibly common.

Notifications:

Notification #1: Drought Warning

Title: Letter from (Insert Random Settler Name Here).

Occurrence: One or two days before actual drought scenario happens.

Sir! We, the citizens of (Insert Settlement Name Here) have noticed that it the temperature has been rising in the area. We have also noticed that our water sources are depleting faster than a stockpile left unguarded next to a goblin camp! Not to mention that the area is looking a little brown, unless my eyes are going bad. I think an drought is near! We should prepare for this. It's better late than never.

                                      Sincerely,

                                               (Insert Author Here)

Notification #1: Drought Ending

Title: The end is near! Well, the drought at least.

Occurrence: During the ending storm.

Thank Raya! This terrible drought has ended! Our town should be returned to the way it is before! Hurrah! Yippie! I'm so happy.

                       Signed,

                                 (Insert Random Settler Here)

So, how do you think? If you like it, leave a like or reply, or even a flag! Just kidding. :thumbsup: :notebook_with_decorative_cover: :checkered_flag:

4 Likes

I love the idea, and even with all the hard stuff you mentioned i think it’ll be quite managable. It’ll be more managable if a desert biome is introduced with edible desert plants that can survive droughts, combined with the milk of a camel or goat, you’ll have both food and hydration covered for your villagers in this scenario! :slight_smile:

I’m an arab and we come across droughts all the time… infact in kuwait it rains like 8-10 times a year!! Haha! Ofcourse today with distillation and air conditioners it’s not so bad, but back before these advancements, this is how people would cope. Also wool (which tents were normally made of) is naturally fire retardant, and if woven correctly it can be water resistant too.

So if you set up your village in the desert i assume you’ll have access to these options, and maybe you’ll be able to transfer these to your village, if you discovered a desert biome while your village was in a forest. You’d be able to take the steps to stop the drought from devastating your people.

What do you think Mr EpicDwarf? :smile:

1 Like

Rare Post by Sir Valiance

If you guys didn’t know, Radiant have said that they plan for you to be able to make your own modules (scenarios). And based on what I’ve been reading in this thread, I can see some great community modules - and I’m already hyped up about playing through some of them.

Anyways, back into the shadows

3 Likes

That would be good too.

1 Like

I wonder if we’d possibly get earthquakes in the future. These disasters in particular seem to be hard to create in three-dimensional digging-possible games, as far as I know. Has anyone seen this in a game before (that I’ve clearly forgotten/haven’t seen) where they did this well?

Just going to refer you to my drought idea further up the thread :smiley: .

Though I admit I didn’t think of sandstorms or forest fires :slight_smile: .

1 Like

So, we already got the scenario thread, so why not have this here? But, events will be different. Scenarios will have you choosing what your actions are through the notification system and such, like how the caravan scenarios work now. These events will change the environment and the town. For instance, a natural disaster or a new faction moving in the area, or a mineshaft collapse. You’ll have to manually guide your settlers through the obstacles and such, and surviving at the end.

Now, I created this because I want to hear from you guys, the community.

If you don’t know what I’m talking about, I’ll give you an example below. This is from the scenario thread, a post I made a few minutes ago.


##Drought :cactus:


Note:

Weather and water will definitely be added as a gameplay mechanic in Stonehearth, so it'll be quite reasonable to have some weather related disasters or scenarios. Take note that this scenario will be insanely hard.

Synopsis:

As you and your settlers work to make your city a much greater settlement, they notice that it has been getting hotter, and the water sources nearby are quickly trickling down to nothing. They begin to fear a drought is coming in the near days ahead. What can you and your settlers do to survive this natural event?

Type:


This scenario will be a natural occurring disaster.

Rarity:

######No, not that diva pony piece of crap from My Little Pony.

This event will only occur when your town has grown to a fairly large size, have good agriculture, wealth, and are near at least a medium amount of water sources, whether it be wells, ponds, etc. It would also only occur in places where it is sunny. Your town's stats also have to be quite high It'll also be quite rare. This is so that it can be a challenge for players who are good.

Difficulty:

Hardcore. Though thankfully it is rare.

Time:

This scenario will take place over two to five days in Stonehearth time.

Branching Events:

Branching events are events that occur because of a larger, umbrella scenario. These events will happen based on what environment your city is currently in.

Forest Fire:

If you are near a forest of some sorts, you will be susceptible to forest fires. These fires will spread quickly because of dried brush and no large amount of water to stop it. This may or may not be a threat that will burn your settlement down, although it is recommended that you watch out for these very closely.

Sandstorm:

######!@#$ that stupid meme. ā€œDARUDE - SANDSTORMā€ IS NOT FUNNY ANYMORE!

If you are in an open area, you will be susceptible to a sandstorm. In a sandstorm, it'll be harder for your workers to work, and may harm your settlers due to the harsh winds and sand blowing through the air. The sand hitting the buildings may damage them if they are weak enough.

Water Sources Drying Up:

Any water sources in the area which your settlement is, whether it be lakes, ponds, wells, fountains, etc, will quickly dry up to a small amount, making it hard for your settlers to survive and work.

Turning Up The Heat:

######Crappy name, I know.

Since it is a drought, heat will be a gameplay mechanic in here. The heat will make your settlers work slower and will require more water to work, which will be hard since water is depleting.

Crop Harvest Failure:

If you're planning on harvesting crops in the drought, too bad! Since I'm guessing crops will need water, the drought will kill your plants due to no water, and the heat will dry them up and destroy them. So, store up some food before this happens.

Storms:

After the drought is over, a storm will rain on the area, cleansing the area again to it's normal state.

Environment Changes:

The area affected will turn brownish and dry looking. The plants and trees around the area may dry or die. Wild critters living there may move out of there for the time being, and factions living in the area may temporarily or permanently abandon their settlements, although this will not be incredibly common.

Notifications:

Notification #1: Drought Warning

Title: Letter from (Insert Random Settler Name Here).

Occurrence: One or two days before actual drought scenario happens.

Sir! We, the citizens of (Insert Settlement Name Here) have noticed that it the temperature has been rising in the area. We have also noticed that our water sources are depleting faster than a stockpile left unguarded next to a goblin camp! Not to mention that the area is looking a little brown, unless my eyes are going bad. I think an drought is near! We should prepare for this. It's better late than never.

                                  Sincerely,

                                           (Insert Author Here)

Notification #2: Drought Ending

Title: The end is near! Well, the drought at least.

Occurrence: During the ending storm.

Thank Raya! This terrible drought has ended! Our town should be returned to the way it was before the drought hit us. Hurrah! Yippie! I'm so happy!

                   Signed,

                         (Insert Random Settler Here)

So, fire away! :fire:

I’m particularly interested in larger occurrences due to the eventual addition of extradimensional planes. Not just a normal event, but something like

ā€œOh my goodness! There’s suddenly a floating continent over there!ā€

and then there might be an entirely new group of people brought into your world you might never have expected. Are they simple, primitive folk, either stranded on the floating mass or migrated there somehow? Are they a flourishing sky kingdom, masters of magic and scientific achievement?

Or is it just a completely new area to explore with new resources and possibilities? To me, something like this would go far beyond a simple scenario–it’s a possible game-changing event with numerous scenario tie-ins within it.

I wonder how you would get up there…

1 Like

Shouldn’t this be on the scenario thread?

Well, now that I think of that, it might as well be, though scenarios and events are kinda the same thing.

Hey @SteveAdamo, @Geoffers747? Can you delete, not lock, this thread? I don’t want it appearing on my profile.

sorry, just noticed you asked to delete the thread… I’ll axe it in just a sec!

2 Likes

Bounty Hunter: A Group of bounty hunters accuse your latest recruit to your settlement with a crime.

Give up the settler:
Always gain positive faction with bounty hunters.
(Chance) - Receive substantial reward
(Chance) - Receive small reward
(Chance) - Accused attacks

Negotiate for the settler:
(Chance) - have to pay a small sum
(Chance) - have to pay a large sum
(Chance) - Bounty hunters refuse and attempt to take the settler
(Chance) - Bounty hunters decide the settler isn’t worth the effort and leave

Refuse to give up the settler:
Always lose faction points
(Chance) - Bounty hunters become hostile
(Chance) - Bounty hunters attempt to take the settler
(Chance) - Bounty hunters leave but come back in greater force

Visitors from other factions:
I’m talking the Rabbit Clan, Dwarves, The three human groups, and any other faction.
Visitors will come as ambassadors of their factions, and based on how you treat them you can gain many trade and other opportunities. This particular scenario is very deep but I think we can build upon it as a community.

  • Trade
  • Declaration of friendship
  • Opposition of enemies
  • General Partnership
  • General Aid for instances of battle and disaster

The way I envision this working is that partners who trade for mutual benefit can forge a relationship beyond traveling merchants and caravans. A faction friendship can be established and your community can be on pretty good terms with another faction. This will prompt things like: sending troops to each others aid in times of siege, better trade/investments, an embassy, tourism, and immigrants to your little settlement from the faction in question.
Mind you these are all positive, I do think there should be a chance that sometimes these partnerships can and will be volatile. In this case the settlement will be abused for trade purposes, and the friendship will be pretty one sided if you aren’t careful.

2 Likes

ā€œThe dingo took your babyā€

Go on a dingo hunt: -6 food resources, 2 footmen disappear for a day, 33% chance of getting him back
Do nothing: 33% chance of it coming back

2 Likes

Plague Doctors:
These guys show up if there is an illness going around the settlement. They offer treatment free of charge but will train village doctors for a substantial fee.

Mystics:
These mysterious people show up at random and will make camp near your settlement for a short time. They are natural entertainers and will make your villagers very happy. If you share your wealth with the mystics they will have the chance for the following. The main function of the mystics will be their ability to lift curses and break hexes which is a service they will provide for a small fee.

(Chance) - Mystics will inform you of a magical artifact in the area. If this happens an artifact of power will spawn somewhere near your village… it could be good or bad.

(Chance) - Mystics will increase the luck of skilled workers for a short time… this will increase XP from doing tasks and increase yields from farming.

2 Likes

The endless crying…

You recieve a messege from one of your villagers.

ā€œOne of the women of the village, has secluded herself inside one of the rooms of a building, all we can hear is her crying. Anyone who goes near the room becomes overwhelmed by emotions, theres also a strange chill in the air. None of the villagers would go into that room… It’s freaking us out!ā€

During this scenario, you can’t access the room that has been occupied, and only the courageous (High Spirit Stat) villagers will access the building that’s been occupied. villagers that enter the building, take a hit to their courage (Spirit) and happiness. The entire village recieves a happiness penalty until the issue is dealt with. Furthermore you will be unable to see inside the room, it will be covered by fog of war.

ā€œWhat do you recommend we do?ā€

-Send someone inside to investigate.

  • (chance positive) The girl comes to her senses, as some dark entity leaves her body, it seems the creature was deterred by the courage of the villager.
  • (chance negative) The villager who was sent to investigate, saw something horrific and has run out of the building screaming with his/her arms in the air… We can’t seem to get anything out of him/her [Worker is unable to work temporarily]

-What do you suggest we do next?

  • send in a cleric, it seems he knows what is happening.

  • If no cleric is available, send in a team of 4 villagers, bravery in numbers.

-Once you’ve made your choice to send in the cleric or villagers.

  • (Chance) The woman, collapses onto the floor still breathing, as a thick dark smoke of pure dread leaves her body! It’s an Ifrit!!

  • The encounter will become a fight but with a penalty to courage, unless a cleric was sent to fight.

  • (Chance) The woman, collapses onto the floor into an unmoving heap. The thing that killed her manifests infront of your Cleric/villagers. It’s an Ifrit!!

  • The encounter will become a fight but with a penalty to courage, unless a cleric was sent to fight.

  • (Chance) The woman, begins to fight seemingly in a daze, but with great ferocity! She must be possessed!

    • If you sent a cleric, the cleric will cleanse her with great holy words, excising the evil spirit that has invaded her body. He will then proceed to attack the Ifrit. Easily defeating the weakened foe.
    • If you sent the villagers they will instinctively fight her in self defense. unaware of what to do, and highly demoralized one or 2 of them might die, unless the villagers you selected were footmen or other fighting classes. After killing the woman, they will face the Ifrit which has manifested infront of them, striking their heart with fear. [The entire encounter will be under a courage penalty]

Bewarned you will not be able to send reinforcements into the building when the Ifrit is uncovered, the Influence of the Ifrit is much stronger on those who are unaware of it’s presence when it is not inside a host. Attempting to send reinforcements will cause those sent to cower or run away in fear.

Aftermath

  • If the woman was left alive, there will be a temporary village happiness bonus. The woman (if she was a worker) might unlock latent abilities, becoming a caster class of some kind.

  • If the woman was killed in the encounter, there will be a temporary village happiness penalty but no lower than it was previously. Basically a period of mourning.

  • Successfully defeating the Ifrit, will always drop an ethereal artifact, object or resource.

  • If the Ifrit is not defeated it will vanish.

2 Likes

What about an Ultros instead! :smile:

:octopus: :ocean: :ocean: :ocean:

Noooooo! Ultros is such a meanie… :frowning:

1 Like

No one came up with a scenario that includes a dragon? :stuck_out_tongue: I’m loving this thread i want to read more scenarios please! the stonehearth fanbase is so creative :slight_smile:

1 Like

Good idea, however, there should also come up a message saying

There are rumors going around """"-town, that "Name of person" was eaten/slain/buried because you did not act, and now your people are scared that it will happen to them.

Then there should be a massive drop in happiness (that could lead to something in the future)

1 Like

Did you think about Terraria (or minecraft mods) when you wrote that? Really like the idea though :slight_smile:
I think this would be really good, and it would open up for new monsters