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SamuraiWindu

Culture and Security as abstract resources

What do you think of adding abstract resources, such as Culture or Security?  Abstract resources could be required to make advanced structures, similar to how Building Supplies are used.  Culture could be associated with Theaters, Opera Houses, and the like.  Security could be added to the New Frontier theme.  They could even serve as a personal end-game goal; collect 1000 Culture to “win” the game.

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the real problem, is that these abstract resources should be stored somewhere...

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A Gallery, Library, or Museum could hold Culture.  A Jailhouse, Prison, or Penitentiary could hold Security.  Additionally, Star Forts and Towers from the New Frontier theme could be manned to produce Security, and the Parade Grounds could be manned to produce Culture.

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Building a Chapel, Central Church, Abby, Colonial Hall, Statue Carver, and Inn and Garden might require Culture.  Upgrading a One Room Schoolhouse or a Country School to a Farmers Collage might also require Culture.  Building a Courthouse, Governor’s Office, and various Traders might require Security.

Culture and Security lends itself to a previous discussion.  Many of the structures mentioned there could involve Culture or Security in some way.

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The more I play Banished, the more I see how Culture and Security can fit into the game.  Here are some more ideas on how it could work.

All Cultural buildings could increase the Happiness of citizens that live nearby, similar to how Wells and Markets do.

Dance Halls, Theaters, and Opera Houses could employ Entertainers, and increase the Happiness of citizens like a Chapel.  These buildings might also produce Culture at varying rates with no cost to run.

Libraries, Art Galleries, and Museums could be managed by a Curator, and store Culture and dispense Culture to citizens to make them happy–similar to how Taverns store and dispense Luxuries.  Museums might also store Precious items–and even lock them down like a Market–if doing so doesn’t interfere with dispensing Culture.  To help impart the importance of Culture, Culture could be a unique food group, which would be necessary for optimal health.  Creating a statue with any materials might also require a unit of Culture.

As you can see, Cultural buildings can range significantly, so it might require a new menu button.

 

A Guardhouse could be a small civic building–made from Stone and Lumber–that represents the standard for Security production; up to two Garrisons can produce Security at a steady rate with no cost to run.  A Police Station or Sherriff’s Office could be a larger structure–requiring Building Supplies and other resources to build–where up to five Garrisons can produce Security at an accelerated rate, again with no cost to run.  I also saw mention of a Wild West Mod.  What Wild West theme would be complete without a Sheriff’s Office?

The Tower decorations from the Fort theme could be renamed Watch Towers and–for the low cost of a few logs–provide early access to Security, but it would produce Security slowly and be able to employ only one Garrison.  The Star Fort could be a step up in Security production, with production comparable to a Guardhouse and the ability to employ up to two Garrisons.  The Blockhouse could produce Security along with the Guilders and Pfennig it already produces at the cost of Military Supply; as long as Military Supply is provided, a Blockhouse should produce Security at the same rate as a Guardhouse or Star Fort.

Jailhouses and Prisons might simply store Security with no worker.  A Jailhouse might be made to adjoin a Police Station or Sherriff’s Office, while a Prison might be a larger structure.  Jailhouses and Prisons could decrease the Happiness of citizens that live nearby, similar to how Mines and Quarries do.  Contrary to my previous suggestion, the concept of a penitentiary might be too large for a single building.

The Courthouse might convert Security into large quantities of Culture in addition to its ability to make people happy.  This should be far more effective at creating Culture than other Cultural buildings generate it.  The Governor’s Office might require lots of Security (and maybe even Culture) to build.  It might then convert Security into Pfennig, instead of creating it out of thin air; the greater your security force, the more you can tax your people.  ;)

 

Traders might require a unit of Security each time a ship comes to port; without paying a unit of Security, the opportunity for trade is missed.  Culture and Security should not be accepted by most traders, though Traders that deal in Precious items might also deal in Culture and Traders that deal in Cannons, Muskets, and Military Supplies might also deal in Security.  Culture and Security might have a trade value equivalent to the amount of Silver Pfennig the Governor’s Office can convert Security into.

 

What of these suggestions do you like?  What works?  What doesn’t work?

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Is it possible to have starting buildings scattered throughout the map?  If so, there could be “hostile” native villages that take up large swaths of land, and native encampments that fit into smaller areas.  These non-removable structures could be “cleared out” by upgrading them with Muskets, Cannons, and Security.  The “destroyed” villages and encampments could then be removed using the remove tool.  Throughout the game, native encampments may spontaneously remove themselves and new encampments may pop up in unexpected areas.

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Hostile buildings could also include tiny animal dens.  There could be specific dens for different animals.  Bear, wolf, fox and rabbit dens might be found on hills and mountains.  Beaver dams might be found along rivers.  The landscape could be riddled with swamps of various sizes located on lowlands or along the coast.  New animal dens might pop up and old ones might remove themselves throughout the game, while swamps may remain static until cleared out.

Clearing out hostile buildings could yield valuable resources.  Native villages and encampments could yield Logs, Leather, Feathers, Arrow Heads, Native Artifacts, etc.  Animal dens could yield animal parts of their respective animals.  Swamps could yield Fish, Frog Legs, Turtles, snake parts, Herbs, and wild vegetables.

Different hostile buildings could be determined by your chosen setup.  A jungle might have tiger, gorilla, monkey, and crocodile dens.  An American desert might have eagle, coyote, bobcat, and armadillo dens, but no swamps.

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Note that when constructing buildings, CC tries to limit the number of resources needed for building to 3; this is partly accomplished by combining various resources into building supplies or homewares. If I understand it right, you are recommending introducing a couple of social values (culture and security) to replace one or more of the construction resources now used (stone, lumber, etc.)?  In some ways, I can agree that It is too bad that these values aren't represented in the game in any way. Maybe "happiness" vaguely includes those.  I'm just not buying into this type of broad change because it doesn't sound like it makes the game better or more fun.  

BTW, your last post didn't sound serious - was it meant to be?

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@SamuraiWindu, @Necora has a mod (Maritimes Pines) which has animal pelts & furs, his Pine Forester mod has traps etc spawn in the forestry radius and there is a production line based off of it.

Also, @Ketchup also has a mod that has a Watchtower that generates wild animal product as well.  Training Camp Main

Maybe speak to either of them about creating a start condition based off these mods, and perhaps ask if they may work with @Kralyerg on creating a start with the swamps as a base?

It won't give you a daredevil experience but it may help build the foundations of what you're after, and who knows, it may become a popular start map for many.

 

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16 hours ago, estherhb said:

BTW, your last post didn't sound serious - was it meant to be?

If you mean about the “hostile” buildings, then yes.  I think it would be interesting to be surrounded by an untamed wilderness that you must constantly contend with in order to expand your settlement and make it thrive.  Part of the beauty of Banished is that there are no intrinsically hostile threats to deal with, such as barbarian raids and the like, and no combat system to get in the way of building and expanding your settlement.  That is not to say that it is a perfect world; your settlement can be plagued with diseases, tornados can come out of nowhere and destroy half your settlement, and homes can spontaneously catch fire.  Who’s to say that the local wildlife and natives pose no threat?  In another post I suggested adding new disasters that are themed toward representing such threats, but was sadly informed that the disaster system cannot currently be changed.  An alternate idea is to represent wild and native threats passive-aggressively, where such threats do not attack you directly, but instead get in the way of your expansion.  There should also be a reward for seeking out these challenges.  I suggested that some of those threats spawn and expire over the course of the game in order to ensure that the threat persists throughout your play experience.  I would have presented it as a new post except for the fact that such a feature would make Security a much more relevant resource.

11 hours ago, QueryEverything said:

@SamuraiWindu, @Necora has a mod (Maritimes Pines) which has animal pelts & furs, his Pine Forester mod has traps etc spawn in the forestry radius and there is a production line based off of it.

Also, @Ketchup also has a mod that has a Watchtower that generates wild animal product as well.  Training Camp Main

Maybe speak to either of them about creating a start condition based off these mods, and perhaps ask if they may work with @Kralyerg on creating a start with the swamps as a base?

It won't give you a daredevil experience but it may help build the foundations of what you're after, and who knows, it may become a popular start map for many.

 

Thank you.  I will check them out.  xD

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22 hours ago, SamuraiWindu said:

Hostile buildings could also include tiny animal dens.  There could be specific dens for different animals.  Bear, wolf, fox and rabbit dens might be found on hills and mountains.  Beaver dams might be found along rivers.  The landscape could be riddled with swamps of various sizes located on lowlands or along the coast.  New animal dens might pop up and old ones might remove themselves throughout the game, while swamps may remain static until cleared out.

Clearing out hostile buildings could yield valuable resources.  Native villages and encampments could yield Logs, Leather, Feathers, Arrow Heads, Native Artifacts, etc.  Animal dens could yield animal parts of their respective animals.  Swamps could yield Fish, Frog Legs, Turtles, snake parts, Herbs, and wild vegetables.

Different hostile buildings could be determined by your chosen setup.  A jungle might have tiger, gorilla, monkey, and crocodile dens.  An American desert might have eagle, coyote, bobcat, and armadillo dens, but no swamps.

You have lots of creative ideas, but I'm don't know how they would be implemented within the confines of this game.  You should become familiar with the types of mods that have been and are being created so you have a better understanding of the limitations of the modkit.  In addition to reading the threads here, also take a look at WorldofBanished.com.

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1 hour ago, estherhb said:

You have lots of creative ideas, but I'm don't know how they would be implemented within the confines of this game.  You should become familiar with the types of mods that have been and are being created so you have a better understanding of the limitations of the modkit.  In addition to reading the threads here, also take a look at WorldofBanished.com.

Thank you for the feedback.

Admittedly I am clueless as to the full limitations of the mod kit, but I am learning.  I am relatively new to Banished and I heard that Colonial Charter was a “must have” mod that brings the game to a whole new level.  That is why I came here first.  :D

As I play the game, I have ideas on how to improve (or at least change) it and I like to share these ideas.  In a way, I am reluctant to learn all the current limitation of the mod kit because that might limit my creativity.  Shining Rock Software seems to be willing to support new functionality in the mod kit, so who knows when some of the more outlandish ideas might become viable in the future.  Until then, we can only dream.  Right?  I will continue to explore other mods, though, to see what is out there.

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