Thea: The Awakening

Thea: The Awakening

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Iconomy Nov 27, 2015 @ 2:44pm
Should we be able to move the village?
I'm not sure if this has been brought up, but I think moving the village elsewhere should be possible after some time, and at some cost.

I get that the premise of the game is survival, not expansion, but it would be great if my people were able to pick up or abandon the village and move it to greener pastures (more resources!) as the population expands.

If you move, you would lose all your buildings, as you would tear them down for the move, recovering part of the resources used to construct them. Your migrating villagers would be eligible for some minor negative events related to the difficulties of migration, like stuff breaking down, people getting injured, losing supplies, spoilage, raids, etc. while they are still an expedition.
They would have a normal weight limit, so they won't be able to carry all of the resources that were accumulated, and some things will have to be left behind.

Options:

1. You lose 2 (maybe 3) fights in a row against a group of monsters and you lose the village, but your people survive, injured as they are, and randomly losing most of the village resources. They can then move as a regular expedition, with the same weight limits. Then, whenever the player feels like it, they could re-settle somewhere new, and start from scratch with the buildings. It could also be coded such that if the settlement was already moved once due to being overrun, having it happen a second time would be game over.

2. A voluntary move. Same as above, but once your village population passes some arbitrary number (say, 30), you get an event that says your people are feeling crowded and would like to move somewhere more spacious. You can either decide to move them, or decide to stay in crowded conditions, occasionally incurring some events with negative events related to over-crowding (disputes, disease, fires, food spoiling.)

3. A different event-based move. For example, as part of completing the divine quest, your deity may ask you to move your settlement to some location of power, or near some other divine place, so you can worship them better, or protect something they hold dear. Ideally, the algorithm would choose a location adjacent to a food source, fuel source, and at least one "luxury" crafting resource, that is a significant (but not excessive) distance from your starting point. If you disobey your deity, something bad happens.

Anyway, thoughts, opinions? Would you like this kind of option or not? What would you do differently?
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Greep Nov 27, 2015 @ 6:09pm 
I think it'd be better if you could just choose your starting spot like in civilization: you settle down on a spot. It feels almost like gambling when choosing your first gathering research: sometimes it's just too far away for practical use, and you either just restart or accept the meager 5 resources for a whole research point.

It'd mean redoing a few deith powers like mokosh's gauranteed extra food, though.
Last edited by Greep; Nov 27, 2015 @ 6:09pm
Miradus Nov 28, 2015 @ 1:28pm 
The whole lore and history talks about a village which has survived through the dark times. By turn 1 you are leaving the dark times. The lore just doesn't support a movable village very well.

That said, I'd love a means of picking a better starting location.
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Date Posted: Nov 27, 2015 @ 2:44pm
Posts: 2