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Some of these can perhaps best be served as a DLC or as an addon to the finished base-game at a later point :)
* Children can also immigrate, with or without parent(s)
* Immigrants can sometimes be accepted or rejected, i.e if a diva with a lot of bad traits wishes to settle with us, we can deny the membership, if randomness gives us the option, and chuck em off to the wolves! Or if Antra and Leixa gets their will , we can sacrifice them to the Gods :P (No Leixa, you can not get cannibalism, like, ever!)
* Random, if any, Skills/Knowledges in adults over 16, such as one or more of: weaponry, cooking, sewing, hunting, fishing, tool-making, fighting, building, botanic skills medicine/healing-person, musicians, artists, stone-carvers, child-menders, story-tellers, jesters, spiritual-priest-person/ shaman, fertility-experts/marriage counsellors for couples that cant get children :D ...and so on.
* News of the world coming with the immigrants, sitting around the fireplace sharing these stories can i.e. give a short but big happiness boost to all tribe members.
The members with higher intelligence traits can, based on the grade, learn new technology from some of the stories.
* Livestock coming with the immigrants
* Immigrants can also bring with them secrets of new knowledge within areas we do not have in the game at that time, a sort of "early release" for how to catch birds, how to create fishing nets, how to make a boat, how to fish crabs, how to create stone houses, how to cultivate wild corns such as barley and wheat etc. This can be a very rare gift from immigrants, it should be random and not guaranteed for all tribes to get.
Can also be made so that these secrets are the only way to get some of the technologies to your tribe.
* Immigrants can also bring with them items from their culture, such as a Totem for their spirits, or specific building, or special clothing/colours and accessories belonging to their culture and/or beliefs.
* Newly arrived immigrants can excite the tribe so much that it might create random boosts to the tribe, for example, for a limited amount of time, the hunters kill much faster, fishermen can fish twice as fast, fertility in women increased for a short time, etc.
When the immigrants are acclimatised to our environment and vice versa the boosts can wear off, or smt smt :)
There is also a section of the roadmap for knowledge so I'll hold my comments on that subject as well.
Here are my ideas to further develop migrants into the SOCIETY aspect of the game:
1) SOCIAL STRATIFICATION: Devs should come up with some way to integrate social stratification based on any number of social bases (i.e. occupation, class, wealth, skill, etc.). That way when new migrants come to the clan, options are presented to the player how their tribe will respond to these new arrivals by choosing the social status each person should be invited into. Each status has it's own set of buff/debuffs it has on the clan and how the other clan members associate with them. It can initially be a hierarchy something simple like "HIGH BORN/COMMONER/SLAVE" castes or "UPPER/MID/LOWER" classes and build it out from there and as the eras progress you can incorporate things like familial or clan headships, tribal leadership, vassalage, feudalism, and such. There are countless ways social stratification can be based on and it should be easy to implement.
2) FAMILIAL HOUSEHOLDS: when new migrants arrive, the player will be presented with options how those people are incorporated into the tribe (or not). They can be adopted into already established families, let them start their own family, or make them an outcaste and though they are tolerated to hang around the settlement, they are shunned and cannot start their own family. This allows the player to accept into their family fresh blood with good traits, hand off the mediocre to the other families in the tribe to continue the overall growth of the settlement, or sideline those migrants that don't contribute anything good to the group.
3) SKILLS/ABILITIES: as I mentioned about the social stratification of people, the skills and abilities of these migrants can be categorized based on what level of society you allow them to inhabit (i.e. a migrant with mysticism skills can be allowed into the religious caste eventually becoming priests/herbalists/shaman, or a migrant with fighting abilities can be allowed into the warrior caste becoming proficient in one of the weapon classes).
and go...
Columbus or anyone in that time period did not think the world was flat.
The church had nothing against a round earth, what I had issues with later on was that the earth was not the centre of the solar system. Basically the sun being the centre was a nono for the church.
Columbus was certain it was faster to get to India/China by going west then going south around Africa.
The whole flat earth thing was sprawled up by some idiot Brit in like the 18 to 20th century. Robothom or some ♥♥♥♥ like that, hes the cause of all flat earthers today.
Lazy ones go collect straw, good ones can make tools and get food. We should have the ability to take advantage of their traits if they are going to have them.
As an option in the menu would be perfect, that way people could choose to use it or not.