With the formerly-new encounter model, one of the things that can be discovered is a village. And this will only be regularized and improved in the encounter model Mark III, which I”m working on right now. Today, I’d like to talk about the purpose and eventual function of villages. I mentioned some of this in my earlier post about culture, but I’ll expand on that here.
My initial conception of the world of Strategic Primer (before this campaign started) was of a generally empty world, except for players’ units and fortresses, and a few independent cities. Then I added occasional towns and cities, ruins, mines, and so forth—and then the formerly-new model, as I mentioned above. The world is now full of lots of things to discover, not all of them necessarily interesting to every player (depending on his or her needs). And it’s also full of villages.
There are villages all over—probably about one on every tile. Mind, these are small villages, no more than a few families each, but they’re there. Because they’re so small, they’re easy to miss, even if you’re looking for them. And there isn’t much they can do at any given time. Therefore, while they’ll quite willingly give you their allegiance (at least if you have a fortress nearby), that allegiance might be short-lived if you do little for them and another player moves through.
If a village gives you its allegiance, eventually (once I get my helper programs to support this …) they will keep watch for you, functioning as your eyes in the area. (Provided you send messengers periodically to get their reports, of course.) If you protect them and help supply their needs, they will give you much of their surplus resources, and even occasionally send you a new soldier or worker from the village.
But to reap these benefits, as the above summary implies, you can’t just sit there—you need to maintain a fortress nearby, keep in regular contact, defend them from enemies, and help meet resource shortages and improve the village.
What do you think?