Hiring/ city and outpost management

The place to request or suggest new ideas and features.
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Chaotic
Posts: 9
Joined: Mon Aug 05, 2013 8:16 pm

Wed Aug 07, 2013 4:49 pm

As for as hiring goes I think I would like to see it reach a spot where when your faction reaches a point where armies and other factions are come down on your faction people flock to your aid and join your faction bc they want to help/stand up to the tyrants/looking for a refuge form their home faction. You would have the ability to refuse or accept and also if certain people were scared of the impending doom (such as new recruits) they would abound their post and go a wall.

As for city management If there was a limit to a squad size I would like to have the ability to sell buildings in my towns/cities, pay for box to do certain jobs like guards, farmers, shopkeepers, police, and we would have to pay them for there severice or we could provide them a home and food or even sell shops to traders and hold taxes on the shop and things they sell( buy shops I mean hotels, bars, trade goods, armor and weapon shops too) to make extra money

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philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Mon Sep 16, 2013 11:49 pm

why not a civ city roam like mechanic were you build a house in your outpost, and add a third option to the public/private button for "family". that way a family would move into the house, and they would work at your base for rent.

Someguy
Posts: 91
Joined: Thu Apr 18, 2013 11:07 pm

Tue Sep 17, 2013 12:31 am

I very much like this. The attracting civilians part. It's been discussed in the past, as part of a taxation mechanic IIRC. But yours and McNasty's suggestions hold a very elegant method of implementation.

The thing I think that would have to be considered is what all of those mobiles will do to performance, but if it can be cleverly limited (players will take it to levels exponentially farther than currently exist in cities), it would go a long way towards breathing even more life into player settlements, as one of a long list of benefits.

It would also be able to capture what for me was the most engaging element of the 'Families' discussion: protecting your producers and posterity from the ravages of war (i.e. saving the "women and children".), without putting too much weight on the character development side. They'd all be NPCs with nothing to do with playable characters.

As far as calling on faction alliances, not really a can of worms I'm comfortable attacking without further understanding what function factions will ultimately be serving. Not that you shouldn't, I just have nothing to add there at this time. I do however like the suggestion there that taking on some settlers may have negative diplomatic elements... As in sheltering slaves, or for the less noble, fugitives. Even deserters, so on.


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Benji12
Posts: 1
Joined: Thu Sep 19, 2013 1:49 pm

Thu Sep 19, 2013 2:16 pm

I was talking about this concept to a friend a few days ago. I'm all for allowing npcs to move into your settlement if you provide the housing for them. In return they can set up small shops that attract caravans and are a source of revenue. They can also work the fields and mines for your faction for a price of course. But, what I think would be really cool is when you develop your small base into a full on town and you become a large faction in the game, you can set about conscripting people who live in your town to fight for you. You wouldn't have control of them individually but they would function as one large unit that you can tell to march towards enemy cities and besiege them.

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