Dean wrote:So Frank what do you think about trying to turn this into an alpha mode of the model you're thinking of. I know that sort of thing can take weeks so it's no small ask but I would love to be able to see this in even an incomplete skeleton. I've done a lot of work on domain stuff but with very different models and I would like to get a solid grasp on how you view this working.
As I said it's no small thing, but I'd be real interested in seeing this sketched out.
That's fair. So the question then comes to what are the minimum number of things it needs to hit the playtestable threshold while still being expandable. So an example of
non-expandability would be like Holdings in Brithright or settlement parameters in AER - you can't really add a new type to either because the short list is deeply entrenched into how the rest of the system interacts.
On the flip side: Polities. For playtest purposes you want a couple different Lords of the Ringsy polities available, but if you have Halflings that contribute improved farmers in some kinds of hexes and some special military units like Eagle Riders, there's nothing stopping you from adding additional Polities of like Troglodytes or Amazons or whatever.
So there are things like Resources that are fixed once defined and the only way you can add more is by having them be unlocked at higher development levels. If we decide that the basic Resources are Manpower, Koku, Gold, and Karma, that's it for the lower tiers. We have already decided that we aren't tracking wood, stone, or steel. Although we could introduce Astral Pearls or Soul Gems or something for higher tier construction without that being a big deal. My personal preference is for two magic-currencies (Karma and Gems), but I can totes understand why people would want less or more. Heroes of Might and Magic became a much worse game when they went from Sulfur, Mercury, Gems, and Crystal to just Crystal, but I'm pretty sure the fact that Heroes VI was insanely unambitious garbage was quite orthogonal to the reduction in special resource types. My preferred domain tallies are:
- Manpower
- Koku
- Gold
- Karma
- Gems
- Culture
The fact that a provincial development has a specific type in addition to having a level creates an inherent axis of expandability. That is, we can define what a generic Level 3 Fortress does without defining all the specialist options. And you can write in what a Fire Ring or a Kelp Fort does that is different to the norm later on. Development in a Birthright (Law, Guild, Temple, Source) or AER (Military, Social, Economic) are both too limited. And I do think that your
types of development aren't easily expanded upon even if your building list for each level definitely is. Things I think are important:
- Agriculture
- Urban Economy
- Fortress
- Temple
- Culture
Hexes come in terrain types of course, but adding new ones is not particularly difficult. Expanding on the parameters that hexes have can be pretty difficult. Fortunately, I don't think a hex type
needs very much.
- Farm Max
- Hunter Max
- Fertility
That honestly seems cover it. Hunter max is a low number that doesn't change that much, and Farm Max goes all over the place from near zero for wasteland to 1000 for grasslands. I am divided as to whether to make Fertility numbers be
per acre or
per farm. Probably per farm is better, because theoretically farms in arid hills take up a lot of space with pastoralism and sheep rather than being nicely compact family farms like in the shire.
-Username17