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More kinds of structures I was reading the thread about bridge-building, and it brought to bear for me the fact that the world of the game would be a lot more interesting if there were kinds of structures other than just villages.

For example,
- Primitive bridges
- Hill forts
- Burial grounds
- Giant's churches
- Various forms of cairns
- Ceremonial/sacrificial sites
- Quarries, iron foundries

As far as hill forts go, I was also reading about the Old Castle at Lieto, and about how there would have been a watchtower, and it also made me think back to the issue of multi-story buildings.

Something that's currently not listed on the long term development plans, but I would certainly like to see as a player, is a revamp of the game system for creating interior spaces. So for example, on houses, this would mean that when you see a house from the outside, you see the building height, the roof on top and smoke from the chimney. You go inside, and you see the floor you go in on, and then can go up and down floors if its multi-story. You could even go down into cellar basements. Sort of how old isometric games like Ultima VII handled it. This would also lead to a better game system for caves, because they could actually be inside mountains and hills rather than inside a group of stones.

While I'm guessing this is definitely require major work compared to other game features, I think it would be something worth seeing.

Also, I don't know if any evidence of this exists for Iron Age Finland, but I know that in other areas, there were stone buildings in forts.

In general, I think the more that there's variety in structures, the more there will be a feeling that you're in a world with a history, and that would also tie into quests and things like that.




September 27, 2017, 04:22:49 AM
1
Re: Orja Reemailainen I left my dogs to heal and most of my provisions near my landfall and traveled to the east where I remembered there was a famed raider settlement.  I avoided a bear I saw on the way and soon came to fortified village near a small bay...



I scouted around and saw numerous warriors in the fortified village, so I because more cautious and only approached at night.  There was no way to get close to the village and I did not believe I could safely draw away the Njerpez one at a time.  I spent a night watching and lurking around their village and saw no way to begin my revenge.  So, I went back to my dogs to think and commune with the spirits.  As I approached the spirits with hate in my heart, I realized they demanded a sacrifice for my revenge.  So I gathered my faithful dogs, equipped all my armor, and together we went back to the fortified village. 



As the late morning sun shone, I quietly approached the village fence from the east and hid behind a big rock and tree.  I tied my dogs to the tree, thanked them for their love, companionship, and trust and equipped my hunting bow.  I shot a Njerpez warrior in the back with a broadhead arrow and I hid back behind the big rock.  As the warrior charged, my two faithful dogs, Sitoa and Lakko, became enraged and drew the attention of the whole village.  As the whole village approached my dogs tied to the tree, I ran to the nearest building and quickly equipped my shield and sword.  I heard my dog's cries as they were brutally killed and steeled myself for the coming fight. 

Due the door and small building, I kept the filthy raiders from surrounding me and instead, struck them down one at a time.  I needed to conserve my energy, so I often paused rather than strike and counterstroke when they attacked me.  Because of the spirits' protection, my caution, shield, and defensive strategy, I was only lightly wounded.  Eventually, the last of the raiders were breathless as they crawled over a pile of their own dead to reach me.  When there was one Njerpez warrior left, I approached him and ended his life...



Their village was now mine.  I burned my two dogs for their sacrifice and to thank the spirits.  I spent the next days recovering from the battle as I ferried my supplies to the village, gathered their gear, tamed their pigs, and stacked the bodies of the dead.  I then spent weeks remaking their village to suit my needs.  I tore down several of their buildings, expanded several buildings, tore down much of their fence, built pens for animals, and put up a smaller perimeter fence...



I even traveled back to the Reemi to trade, buy sheep, and new dogs.  I can't bear to name them yet as I don't know what more sacrifices the spirits will require of me.  While with my people in the west, I even hired a companion to hunt down a bear that mauled a Reemi adventurer and find his father's handaxe.  I understand the significance of tokens of parents as I still carry the horse ornamented comb of my mother. 

While I finished my preparations, the first snows fell and withered the crops in the fields.  Winter had approached while I wasn't paying attention and I lost a harvest due to my neglect.  Regardless, I am now prepared.  I have more equipment and better armor and weapons.  I have decided to leave their Njerpezti bodies to rot in the field.  If the smell bothers me or begins to attract scavengers, then I might burn their corpses.  Soon, the cold and snows will come and bring the darkness of winter.  I will stalk the villages, and nurse my revenge.  Besides, I have the whole of the unexplored Njerpezti lands before me...

September 29, 2017, 07:38:06 PM
1
Building type: Soddy Reading through some of the complaints about cabins (and having denuded an entire forest, eaten the content of an entire lake, and spent an entire year building one), I think there needs to be something in between the lean-to and the cabin.  My suggestion is the soddy, and while it was more commonly used by Europeans in early Columbian North America, it was also historically used in places like Iceland, where trees were hard to come by.  The soddy is constructed by carving out sections of grass turf and stacking them for walls.  In North America, they'd usually dig into the side of a hill for a rear wall, then use sod to construct the other three walls for a soddy, which is where they would spend their first winter; in the spring, they'd build a wooden cabin on top of the soddy and turn the soddy into a root cellar.

In game, the soddy should be much faster to construct than a cabin, but require more time and effort than a lean-to or a yurt.  The only problem is that cabins are already so nearly useless that I'm at something of a loss to figure out any way to make it less useful than a log cabin -- especially since a soddy is actually more cold resistant and thus arguably superior.  In the real world, a soddy is much flimsier and requires constant maintenance, but I'm not sure the mechanics for this are available in the game since lean-tos are just as permanent structurally sound as a log cabin.

October 12, 2017, 02:41:42 AM
1
Re: Building type: Soddy I'm happy to be corrected if anyone has any experience with this, but I don't think soddies were that much easier to build than log cabins. It was generally that there wasn't enough good log wood in the area.

To be fair, it's a hard comparison to make because a log cabin could be anything from a dirt floor shanty with some stacked wood, to a precision-built home that could last for generations. Similarly, a well built, and maintained, soddy could be a work of art that had surprising durability, and could be boarded in, painted, and maintained. I think a crappy version of each would be a similar effort (cutting and moving sod can be an awful pain). In quick googling, it it said it would take about an acre of land to build a house the size of a 2x3 game cabin, and could be as many as 3000 bricks (about 4 inches thick, 2 feet x 2 feet in size).

In the prairies, people would upgrade (as you say), if they could afford prepared wood to be hauled in, after their first good harvest year. A lot of it has to do with the Dominion Land Survey (in Canada), and the Public Land Survey (in the US), because properties were arbitrarily placed and wood would be difficult to get in. The Metis (as well as Cree and Assiniboine), tended to property near waterbodies so it would be easier to float in timber.

When wood was available and people wanted something quick, they would built a "shanty", which means a really crappy wood framed building. Usually, there was no floor, and the timbering could be very random. If it is suitable to the game, a step below cabin could be a shanty-style building made out of boards, with a few logs.

I think I'm going to do some research on housing in Iron Age Finland, and see what was available. Regardless of how useful cabins (or other buildings) are, I really enjoy the feel of building in the game, and think it adds a lot to immersion to see people living in different dwellings. Therefore, if there were soddies (Islanders' area seems possible), then it would be an awesome addition.

Regarding maintenance: I think it would be an excellent addition one day to have things fall apart. It would be very cool if shelters collapsed frequently, and cabin walls or ceilings could fall apart periodically. I know Sami has talked about including storms one day, which could be bump up the likelihood of that occurring.

October 12, 2017, 06:26:16 AM
1
Re: More kinds of structures

- Primitive bridges   ->  yes please, a MUST. it's not that far fetched to use ropes/cords and boards to make a bridge. this would be AWESOME and realistic.
- Hill forts                -> i was thinking a "pallisade", walls do this but they look off.
- Burial grounds      -> being a bit creative allows you do already do this. still i like it.
- Giant's churches   -> churches? giant's? this one i dislike. we've got shamans and seers.
- Various forms of cairns   ->  oh yeah, that would be awesome to find.
- Ceremonial/sacrificial sites   -> same as above.
- Quarries, iron foundries       -> this might be overkill. perhaps one settlement with a new culture (the foreign traders outpost) could have a small blacksmith without being to unrealistic.


i like most ideas here, especially the bridge.

November 04, 2017, 06:15:39 PM
1
Re: More kinds of structures


- Primitive bridges   ->  yes please, a MUST. it's not that far fetched to use ropes/cords and boards to make a bridge. this would be AWESOME and realistic.
- Hill forts                -> i was thinking a "pallisade", walls do this but they look off.
- Burial grounds      -> being a bit creative allows you do already do this. still i like it.
- Giant's churches   -> churches? giant's? this one i dislike. we've got shamans and seers.
- Various forms of cairns   ->  oh yeah, that would be awesome to find.
- Ceremonial/sacrificial sites   -> same as above.
- Quarries, iron foundries       -> this might be overkill. perhaps one settlement with a new culture (the foreign traders outpost) could have a small blacksmith without being to unrealistic.


i like most ideas here, especially the bridge.
"Giant's Church" is the name of prehistoric stone enclosures found in the Northwestern coastal area of Finland. It doesn't actually have a thing to do with Christianity, nor were they--as far as anyone can tell--built by genuine giants.

November 05, 2017, 04:36:27 PM
1
Foreign traders Every time I come across the blue guys their wares are... disappointing, they seem to have rarely good wares with them but mostly they have very few items to sale or they have almost nothing interesting, I have better time trading with the Driik since they have more things available and accept everything as payment, if they want my precious furs then they be better bringing more gear with them for sale.

My two squirrels hides.

January 19, 2018, 04:46:23 AM
1
Re: February life I noticed you where sami-absent...








I will show myself out.

February 27, 2018, 06:04:40 PM
1
Add set pieces scattered in the world similar to starting scenarios. I think adding some rare and hard to find sites would add a cool element to the game.  These would be similar to some of the starting scenarios, such as you find a partially completed cabin or an abandoned trap fence.  Even just an occasional abandoned shelter would be a neat find while you're tracking an animal through the woods. 
March 11, 2018, 04:31:25 AM
1
Re: Add set pieces scattered in the world similar to starting scenarios. I actually think it would add some fun flavor to the game, even if the structures themselves aren't advantageous to the player. Especially if building decaying process gets added at some point...imagine finding a mossy, half fallen in homestead and seeing if you can salvage timbers or deciding to just leave it to the ghosts...

I thought I read somewhere in a game file that the traditional method of slash and burn agriculture involved relocating the whole village after the soil was no longer fertile. I'd love to see remnant villages, maybe with straggling bits of crops mixed with the weeds...

Maybe some scattered rusty artifacts (or actual treasures?) hidden in the ruins?

I once stumbled on some human bones out in the game...no idea if it was a Njerp  I killed the year before or an unlucky hunter, but it was kind of spooky and fun to find.

March 11, 2018, 11:09:17 AM
1
anything