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#Actualmipmap

Posted 07 April 2013 - 06:32 AM

  • Religious sites: back in the old days big rocks, ponds and things in nature was considered sacred. Perhaps the tribes could be fighting about these places. If they hold one location they would gain "morale" which would buff positive attributes and nerf negative ones in different combinations.
  • Leaders: if a clan has a "alpha" male this individual could be shaping the tribe in different ways. Perhaps it has hatred against other alphas or a special favourite religious location that is important to him. Fulfill the alphas wishes and get a morale boost.
  • Resource sites: I don't know if there is some economic system in the game, but having different locations with herbs, wild boars and other things could be important to guard and fight about. Perhaps you could also make it possible to "share" a resource with others.
  • Trading and shared pools of resources: Now that they have resources, perhaps they should have some form of trading capability or shared ware-housing? Could be useful to have "hideouts" where you keep resources and then make it possible to raid these. Squirrels have these hidden piles or stashes of nuts. Perhaps that could be an interesting model.
  • Trading rocks: long time ago here in sweden, people were not living very close to each other. Both for food scarsity and to avoid rivalry. To prevent sisters from marrying brothers they had these annual gatherings around large natural formations. On these sites they formed new marriages and traded goods, as well as doing some gossiping and learning. Perhaps you could set up some regular meetings in the game, where people could send a caravan to, with marriable individuals and goods. These could then be "raidable".

#1mipmap

Posted 07 April 2013 - 06:32 AM

  • Religious sites: back in the old days big rocks, ponds and things in nature was considered sacred. Perhaps the tribes could be fighting about these places. If they hold one location they would gain "morale" which would buff positive attributes and nerf negative ones in different combinations.
  • Leaders: if a clan has a "alpha" male this individual could be shaping the tribe in different ways. Perhaps it has hatred against other alphas or a special favourite religious location that is important to him.
  • Resource sites: I don't know if there is some economic system in the game, but having different locations with herbs, wild boars and other things could be important to guard and fight about. Perhaps you could also make it possible to "share" a resource with others.
  • Trading and shared pools of resources: Now that they have resources, perhaps they should have some form of trading capability or shared ware-housing? Could be useful to have "hideouts" where you keep resources and then make it possible to raid these. Squirrels have these hidden piles or stashes of nuts. Perhaps that could be an interesting model.
  • Trading rocks: long time ago here in sweden, people were not living very close to each other. Both for food scarsity and to avoid rivalry. To prevent sisters from marrying brothers they had these annual gatherings around large natural formations. On these sites they formed new marriages and traded goods, as well as doing some gossiping and learning. Perhaps you could set up some regular meetings in the game, where people could send a caravan to, with marriable individuals and goods. These could then be "raidable".

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