I was playing around with the relation between objects in the world and people and practically anything that exists in the world (i.e. in the game world) at a average sized town with 25 citizens and the effects on what this demands on the computer - basically testing out the new optimizations while planning larger cities. Then it hit me.
What if, I could select 2 Knights, a carpenter, a herbalist and 3 workers, and send them to build a colony?
The obvious answer would be to have larger maps, so as to send them to some other spot and have some system to make them operate on an independent set of stockpiles and beds and stuff from the original base. I think that this can be done by having something like border flags for each town, but this would take a lot of coding and time and effort to make
But then, I thought, what if there could be a button, maybe near the military group button, to send an expedition, with the criteria of the question posed above, and maybe stocks of food, wood and stuff which can be carried by the workers, carpenter and herbalist and also the trapper for that matter - this is something that is already implemented: the citizen himself can carry stuff from point A to B, and there can be more than one object within the backpack of the citizen already and they can be sent, to an independent world of the same size but with it being different. essentially, a new world would be created at random but instead of being an independent ‘save’, it would be only accessible through this button in the military tab. since they would essentially be separate worlds, they can (i think) be treated as such by the game and hence reduce the amount of code and stuff that would be necessary
These two independent colonies in independent worlds would not have the need to be on the actual map, they are far apart - one wouldn’t establish a colony nearby, it wouldn’t make sense, but far away, maybe in for new resources.
There can be the option to send convoys of supplies from one to the other. Say, one world is done, and its potential and playability is reached, instead of being replaced and one starts over, he could send shipments of supplies to the new colony.
This essentially doubles the playing value. Also, since this is not a new world per se, the opponents of the original town may have followed, maybe goblins would try to assault it and maybe a disgraced orc chieftain would want revenge?
Also, there could be the opportunity that in later updates, with the addition of AI kingdoms and other things, they could fight with colonies against colonies - trade - explore ruins of some abandoned randomly generated village, be it goblin, orc, or human, dwarf or rabbit race -
There could also be a system put in place at a later point where by the colony may rebel. Imagine that the Colony reaches the population of say 30 persons and is a military town, whereas the original was a merchant town.
The option could pop up giving the choice of the newer town to rebel against the rich merchant town, and then you could go and send a force on a campaign.
Military Campaign’s as a concept is not new, and I remember it being thought of at around alpha 11 or 12 (remember those days?) yet the twist is that you’d be attacking your own town.
This is just one of the many paths I envision the game developing towards. I obviously would love that this gets implemented or made a mod, but obviously this is just a suggestion.
I hope this made fun reading and maybe gave an idea to a mod maker. I myself am hopeless with code and modding and stuff, but I can write, so here it is
I anyone has any comments, thoughts or what not and want to put it below feel free to do so. i may add stuff too, who knows.
Anyways, thank you if you stuck around and read my ramble