Settlement Attributes.
issueid=316 07-22-2011 03:06 PM
Senior Member
Number of reported issues by Aielyn: 17
Settlement Attributes.
For those who can't seem to post a JADE blog comment

For some reason, the JADE blog refuses to let me post a comment using my wordpress account. After about six tries (and having lost the original comment after the first try - copy/pasted the second version of the comment), I've decided to post here, instead. So, if anyone else has trouble on the blog, post your idea here.


Here's my idea:

How about each town having a dominant and a secondary occupation, with the specifics influencing the inhabitants of the town, and even the layout? For instance, a Farmer(dominant)/Blacksmith(secondary) town would have a lot of farmers and some blacksmiths, and a few other types (plus housewives, children, etc, of course). In this case, the town would have a lot of fields of plants (assuming the herb system is expanded out to include other types of plants with other growth properties), a few forges (with blacksmiths to operate them), and a large shop specialising in food and herbs and a small shop specialising in weapons and armour.

What's more, perhaps there could even be combination-specific quests. Perhaps one farmer requests for you to find the master blacksmith of the town (all the blacksmiths look the same, so you have to find him by asking around), and give him a lump of metal ore, from which he is to make a scythe for the farmer to use. Not only will the resulting scythe be of the metal provided, and be slightly better in stats than a typical scythe of that metal, but it will even have a prefix or suffix.

You can then make a choice, once you have the scythe - you can return to the farmer and get some reward (which would vary based on the metal chosen), or you can leave with the scythe (which may break a local law).

Of course, if you do exchange for the reward, you now know which one is the master blacksmith, and can request that he forge a weapon for you, at a very steep price (he does it for free for townsfolk, but not for you)... but as with the scythe, the weapon will be better than usual, of the metal provided, with an ego.

Each combination would be possible, producing some unique behaviour. For instance, if you had a town with Wizardry/Thievery, the thieves would often try to pick the pockets of the wizards. If they are noticed, though, they will have a spell such as paralysis or sleep cast on them (rarely anything that does any damage, otherwise the town would end up losing all of its thieves rather quickly). Imagine walking through a town of wizards, with various thieves in a variety of exposed states due to having been caught trying to pick a wizard's pockets.

Race (which should end up having a "major" and a "minor" race component, where the "minor" race must be one of the "major" race's friendly races, and could be the same type as the "major" race) should influence the chances of occupations (for instance, orcish wizards should be very rare... still possible, though).

Oh, and beware of the rare town that has necromancy as the dominant occupation - expect it to be filled with graves and undead (a secondary-necromancy town would just have a few graves, and no undead) in addition to the necromancers, the secondary occupation type, and normal townsfolk.
Issue Details
Issue Number 316
Issue Type Feature
Project ADOM II (formerly known as JADE)
Category Gameplay
Status Suggested
Priority Unknown
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 4
Votes against this feature 1
Assigned Users (none)
Tags (none)




07-22-2011 11:22 PM
Junior Member
Ohhh, likey much! :)

07-23-2011 02:00 PM
Ancient Member
Very very cool, although I wouldn't apply it systematically to all settlements (there may be settlements that just have a little of everything, especially in the case of big ones).

07-23-2011 03:12 PM
Senior Member
Oh, I'd probably have a special "None" occupation type within the mix, which would serve that sort of purpose. If you get, say, a None/Farmer pair, then most of the city would be an even mix, and fairly generic, but there'd be a couple of farm plots and a larger proportion of farmers around. Note the difference with Farmer/None, which would have a lot of farm plots and many farmers, and a small proportion of a mixture of all occupations.

07-23-2011 04:24 PM
Junior Member
Interesting idea for random cities, but, unless heavily customized, it makes for self-inconsistent (read: unbelievable) settings like the thieves/wizards example. A town rich in wizards would have no trouble dealing with a bunch of thieves. At the same time wizards wouldn't even think about settling in a town full of thieves. They are of different cultures, different trades, different alignments more often than not. A symbiotic setting like this would just look unrealistic to the point where it messes with suspension of disbelief more than it should.

Let me elaborate: JADE, like any other fantasy game, is about making up stuff that doesn't exist, but if its universe doesn't address the common sensibilities of a real world (as we know it) in a remotely believable way, it's opening its door for a ridicule. It makes for scenarios where a cat can kill a burly armor-clad warrior, which is unrealistic, but it makes *some* sense if it's encountered in a dungeon known to be very dangerous, and the player is aware of the underlying logic that makes low-level monsters more powerful over time and/or depending on location. More so if the cat is transformed by some kind of evil power granting it abilities inconceivable for a normal cat. There is some rudimentary, conjured on the spot, yet self-consistent logic driving suspension of disbelief here. At the same time, a cat killing said burly armor-clad warrior when encountered in a peaceful village located early in the game makes no sense whatsoever no matter how you look at it, and you don't even expect it to. I hope you see my point.

07-23-2011 11:43 PM
xan xan is offline
Junior Member
It might be handy to have a notice board or something at the entrance to the towns to have a brief description of the town and also have a collection of rumours, like wanted posters, showing if news of the players slaughter of the previous village has made it to this village yet. Random quests might also be posted here.

07-24-2011 04:16 PM
Senior Member
Quote Originally Posted by moozooh
Interesting idea for random cities, but, unless heavily customized, it makes for self-inconsistent (read: unbelievable) settings like the thieves/wizards example. A town rich in wizards would have no trouble dealing with a bunch of thieves. At the same time wizards wouldn't even think about settling in a town full of thieves. They are of different cultures, different trades, different alignments more often than not. A symbiotic setting like this would just look unrealistic to the point where it messes with suspension of disbelief more than it should.
There should certainly be a few special combinations that are simply not possible, like Druid/Necromancer, for instance. But Thief/Wizard should be possible, just relatively uncommon. And keep in mind that town alignment would influence things. Sure, a town of Wizards would likely wipe away thieves with ease if those Wizards were aligned to Order... but what if the Wizards were aligned to Chaos? They may not like the thieves practicing their trade on the wizards, but they would be quite willing to allow it to happen.

In fact, it would make sense to place certain restrictions on occuptions and town alignments, so that, for instance, you don't get an Orderly Good town of Necromancers, or Chaotic Evil Druids. Indeed, I'd suggest that Necromancers would necessarily have to be Chaotic, and Druids would have to be Neutral or Orderly, thus making the Necromancer/Druid pair impossible. I'd also suggest that Thieves would have to be Chaotic or Neutral, which would prevent Orderly wizards from being paired with Thieves.

It's just like how race would influence town occupations - High Elven Necromancers would be rare, but High Elven Wizards would be quite common. On the other hand, Orcish Necromancers would be more likely than Orcish Wizards.

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