Davaeorn
Recruit

Hello,
I would like to suggest fleshed-out additions to village scenes. These will be purely optional so that those players who prefer to play, almost exclusively, on the kingdom management, macro-level can do that without being bothered. Now for my two suggestions which do not require the creation of new scenes and yet add a lot to the game - especially the RPG aspect:
TRAVELLING FAIR
What it is:
A village event, a travelling fair, 1 for each region of Calradia, travelling around and settling in a different village for a couple of days every week.
Gameplay elements:
Development requirements:
Conclusion on the TRAVELLING FAIR:
A feature adding a lot of new immersive content making the villages come to life and become scenes worth visiting more than once. This in a realistic way, only occasional visiting fairs. New minor but nonetheless useful gameplay rewards: civilian clothes in the form of prizes in village tournaments. Slightly more nutritious food items.
SEASONAL HOLIDAYS
What it is:
A traditional village celebration once a month in which certain villages are decorated with flowers and flags over several days and they put out icons/statues/flower poles to celebrate their ancestors and/or nature - depending on the culture. The celebrations are not for amusement, meaning they do not happen in combination with the travelling fairs. Included are a few different quests. Villages work a bit slower during the celebrations, but that can be prevented by force.
Gameplay elements:
Development requirements:
Conclusion on the SEASONAL HOLIDAYS:
A feature adding new immersive content making the villages seem like places with their own culture and wishes. Several opportunities to allow the player to act like a protector of tradition with donations and other good deeds, or to act with disrespect and cruelty by denying the right of the villagers. From a DnD RPG-perspective, this amounts to choosing between lawful good or lawful evil actions thus allowing the player to act more like a real person.
I would like to suggest fleshed-out additions to village scenes. These will be purely optional so that those players who prefer to play, almost exclusively, on the kingdom management, macro-level can do that without being bothered. Now for my two suggestions which do not require the creation of new scenes and yet add a lot to the game - especially the RPG aspect:
TRAVELLING FAIR
What it is:
A village event, a travelling fair, 1 for each region of Calradia, travelling around and settling in a different village for a couple of days every week.
Gameplay elements:
- singers, musicians, jester, actors, merchants
- actors & a crowd standing there to watch (doesn't even need voice acting necessarily, just reuse crowd sounds + acting/talking animations)
- Food items: merchants with special foods and beverages to buy with mildly stronger or different effects from ordinary ones.
- jester walking around and perhaps dancing or doing some silly moves. Can be talked to for silly dialogues.
- Tournament: a wooden/practice weapon contest (the tournament system is already implemented, and could be reused here). Taking place within a small, improvised "arena", within a roped off area. Rewards: A small sum of money in addition to a piece of good civilian clothing.
- Quest: with questioning and violent (brawl), murderous, or peaceful solutions. Farmer lost his prize goose, vegetable etc. find the thief through investigation.
Development requirements:
- simple index for each region of Calradia once every X amount of weeks moving to next village (with usual If-then-else rotations for instance skipping raided villages)
- spawning of all the NPCs in each village.
- reuse of the arena tournament system with wooden weapons
- creation of a small arena enclosure with rope fences & a crowd standing around + arena organiser.
- no new assets needed, except perhaps clothing for jesters.
- dialogues for: merchants, "arena" organiser, jester, quest npcs
- creation of new food items like "improved ale" & "improved beef" for example (only technical, not ingame, names)
- quest with NPC missing items gone missing - within same village scene.
Conclusion on the TRAVELLING FAIR:
A feature adding a lot of new immersive content making the villages come to life and become scenes worth visiting more than once. This in a realistic way, only occasional visiting fairs. New minor but nonetheless useful gameplay rewards: civilian clothes in the form of prizes in village tournaments. Slightly more nutritious food items.
SEASONAL HOLIDAYS
What it is:
A traditional village celebration once a month in which certain villages are decorated with flowers and flags over several days and they put out icons/statues/flower poles to celebrate their ancestors and/or nature - depending on the culture. The celebrations are not for amusement, meaning they do not happen in combination with the travelling fairs. Included are a few different quests. Villages work a bit slower during the celebrations, but that can be prevented by force.
Gameplay elements:
- Minor, temporary changes to village scenes with added decorations in central areas during the event. Not necessarily all villages have to have these celebrations.
- village is less effective economically for the duration of the celebrations.
- Quest: The player has the opportunity to capture and return a local group of petty-crime bullies to the village elder and thereafter decide their fate: Pardon them on the occasion of the holiday or exile them. Either option has a chance of causing a brawl and reputation plus/minus with the different village NPCs.
- Reputation: Any player can offer rare products or fine food items to the celebrations thus increasing reputation with the village.
- Reputation: The lord of the village can deny the villagers the right to celebrate and instead envision the tradition as a time for extra toiling. This triggers a world map timer in which the villagers are informed of their lord's decree. Then follows a RNG event possibly causing local village strongmen to try and beat up the player and his/her bodyguard depending on RNG, player charisma stats and current village reputation. If the process is succesful, the player suffers a moderate amount of reputation points, but the village will not only not work slower, but actually work a bit faster than usual for the duration of the event. If the player fails, the celebrations will continue and the player will lose a few reputation points.
Development requirements:
- Index with regional villages and a timer to when it happens. If-then-else avoiding villages denied the right & denying travelling fairs during the same period.
- quest spawning local bullies on the outskirts of the village. Quest dialogues and thereafter walking to the village elder.
- Quest dialogues and stat checks.
- minor scene changes - only decorations and perhaps a single small statue or other small "monument".
Conclusion on the SEASONAL HOLIDAYS:
A feature adding new immersive content making the villages seem like places with their own culture and wishes. Several opportunities to allow the player to act like a protector of tradition with donations and other good deeds, or to act with disrespect and cruelty by denying the right of the villagers. From a DnD RPG-perspective, this amounts to choosing between lawful good or lawful evil actions thus allowing the player to act more like a real person.
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