Against the Storm

Against the Storm

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jaojint 16 jan, 2024 @ 18:50
Potential ideas for additional races (expansion?)
Love this game, it is one of the only games I can play for hours and not even realize how much time has passed. So I find myself doing thought experiments even when I'm not playing and recently I got on a fairly long streak of outposts without seeing any lizard folk, so much that when my next caravan had only lizards, I snatched it up... just for a change of pace (I love you harpies but sometimes I just need a break you know?)

That got me thinking about the 3:2 race dynamic (which is ingenious), and what potential expansion races could look like. It would need to be another prime number, I figured, so an additional 2 or 4 races. What would their specialties be? You could mix up the current ones, but that would be boring and each race would lose some uniqueness, that being said, the addition of 4 races could mix up the core races and foxes could keep being special. I did not like this idea. Then instead, what niches are there to fill? Where is there a shortage of specialists that I feel like I would like to have? And I think I came up with something...

Potential race 1:
-Proficient with Hauling: they can carry more goods between sites, this makes them great for warehouse duty, especially for places far from a warehouse. I might even potentially have them carry goods to event sites and they would be handy on idle duty for building.
-Service Oriented: this race loves to work in leisure buildings like taverns, markets, explorer's guild etc. Tacking on an extra skill to the service buildings would not be terribly hard or change much, and some buildings, like taverns, could really use some diversity.
-Aesthetic: Turtle race. Sturdy built they can haul more goods than other villagers and they generally have a gregarious disposition. They get enjoyment from seeing others happy, which makes them well suited for the service industry.

Potential race 2:
-Fast: they move faster than other races. This would make them great for long range harvests or building things all over the settlement.
-Builder / Idle / Lazy / Hyperactive: This race gets a morale bonus from not being assigned to a building. I always have a few idle villagers and if you needed a morale bonus for them you could just let them chill by the hearth, or go on a building spree.
-Aesthetic: well, faster and lazy, and we already have a turtle, so why not a hare? They could also be a very temperamental race (like harpies) since their favorite job is no assigned job at all.

Additionally, with 7 races the citadel could expand higher, potentially with a upgrade that allows for a 4th race per settlement for a 4:3 ratio.

These are just thoughts that were rattling in my head that I thought were good enough to write down somewhere visible. I don't really plan on defending any of these ideas nor do I really want credit for them. If you have any improvements feel free to add comments with your ideas. For instance, I realize that the extra carry capacity and the villager speed kind of perform the same task (getting materials to areas faster), but most buildings have multiple specialties. Maybe there is something better? I just wanted to post it before it was lost forever. Thanks for reading it, and thanks to the Eremite folks, who put out a game with such good aesthetics that it consumes my thoughts both while playing and not.
-Viceroy out.
Datum skrivet: 16 jan, 2024 @ 18:50
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