I actually gave a suggestion before, about a week ago probably now, that had to do with Cities being merged. I also game one more resently about guilds. So lets combine the two.
Ahem, first of all, it would need 3-4 changes to the game. First change being to Plots. When a plot is placed down, it should have a lable, based on where/how it’s placed. If it’s placed alone, by 1 single player. It should be labled a Citizen’s Home, or Personal Home. At which point, if another player plots next to them, the second player’s plot is also a ‘Personal Home’ plot.
The only time the two plots ‘Merge’ is if BOTH players agree to it. And if people Next to you or around you, and connecting to you, agree to being a Settlement, YOU do not automatically get sucked in as well. Instead you still keep your title of Personal Home, but at any time you can CHOOSE to join the Settlement.
^ However, if there is already a settlement, and you connect to it by placing down a plot, It becomes part of that Settlement, and NOT a ‘Personal Home’. But another note on this later, after explaining more details on a different system.
Now then, onto the secondary change, which has to do with settlements. Namely, taking an idea from Sidmire’s Civilization games, specifically the ‘City Growth expands Territory’ system. Where a small city, based on Prestiage of everyone connected to the city, Has ‘X Plots around the first plot of the oldest of the two plots first joined to make the city.’ being the city’s ‘Influence’ range and players outside the city can not build in that influence.
The bigger the city, the bigger the influence range. With the range expanding as the city grows, like in Civilization. Now here’s an issue and a new feature. What if a City grows, and someone else is suddenly inside the new influence range. Well of this, I’ll take a feature from Trove. Where the builds in that game are placed in specific locations, but when you move from one location to the next, it saves your entire ‘Plot’ and all the items for it. I wish to steal that idea.
Where you can ‘Store’ your Beacon, and all the plots attached to it, and all items placed into it. So you can literally ‘Pick up’ your build, and move it to a different location, without losing the items or plots used. Can even be used to rotate builds even, so people trying to prevent you from expanding, you can just rotate your build and expand in a direction they aren’t in. Would also give a green highlighted preview of how it would look, and flashing red and preventing it from being placed if it’s in an invalid location, like one of the plots that would be taken up is reserved, or owned by another player, even showing Yellow if connecting to another player and might end up merging with that City.
^ With that feature out of the way, if a City expands and another Personal Home build is in the way, that home is stored and the owner as to replot it somewhere else, but they don’t lose anything, just the location they originally plotted on. They have two options, to make a new locations, and 2, join the city and then beable to replot in the same spot now part of the town.
How does one join the city? 2 ways I am thinking, based on 2 features. First being City Owning. When a City/Settlement is merged by 2 players, they have to vote between themselves for who to own the city. That player becomes the mayor, and can pick someone else to replace him, or gets replaced by the second oldest player if AFK for 1 month straight, and then he STAYS the leader/owner of the city, even if someone else has higher Prestiage. Aka a Guild System, without being in an actual guild. The second first being Guilds, and their ability to own a city.
With those two out of the way, how they influence cities. First, the Leaders of Cities/Guilds would get to choose 2 options. First option being that anyone can join the city, invited by any player already part of the city. So cities like Cuttletruck Federation that don’t mind anyone coming in to join the city, anyone can living there can invite them and they can build anywhere within the Influence.
The second option being that only the Leader/Owner, and for the Guild the Leader and whatever ranks in the guild he gives city invite permissions to, can invite players to join the City and build in the Influence zones.
With the basics out of the way, we need rules for X situations:
Two cities have their influences touch. First, the cities do NOT Automatically merge. Instead Both Cities have to AGREE to Merge, AND pick with of the two will be the new owner/leader. AND have to pick, if they wish to keep one of the two names, OR pick a new one. If it’s 2 different guilds merging, they have the option to keep the two seperate, or to merge the two guilds, If they merge the Guild of the new leader will be the one continued, and the second city’s guild merged into it.
If the two cities choose NOT the Merge, then the Inflence will continue to expand, BUT it won’t expand against eachother. So if they are to the sides of each other. The area between the two won’t change, but the other 3 directions will continue to expand, as with enemy cities on Civilization.
Now then, to prevent someone from just getting a friend, and making a 500 plot new city just outside the influence of a town to prevent it from growing in a direction, I would change how how Settlements are made. Namely, I would say it isn’t based on Prestiage, but on players agreeing to make a settlement. Namely I would say… 5? You need 5 different unique accounts, plots connected together, to all agree to make a city. Then like I pointed out earlier, anyone not agreeing but connected to those 5, are still counted as Personal Homes and not part of the City.
The advantage of that being that Cities can NOT pick up and move. Any plots connected to the city, and thus part of the city, also can not be picked up and move. but Personal Home plots, CAN be picked up and moved, until they are placed inside of a city.
I would say people CAN switch their plots from City to Personal Home to be able to move them, but it would require them paying X number of Coins to the City, based on how many plots are being transformed. So like, saying 100c per plot. So to change 10 plots from City to Personal would cost you 1,000 coins, which goes to the owner of the city. Something cheap for new players, while not being free so people can’t just come in, take up space, then leave whenever without the city gaining something for it.
Now, I would also add a THIRD type of plots. One only Cities can change a plot into. And those are ‘Road’ Plots. First thing about them is that A, only the City Leader can change a City Plot into a Road Plot. B, to prevent abuse, You can not interact with any shop stands, storage, or machines (But you CAN interact with portals, Signs, and request baskets) inside of a Road Plot, so people aren’t encouraged to just make entire buildings into Road Plots.
Then have the Road Plots have these extra properties. First being, people walking/running on them act as if they have 5 points in Agility, aka they run and walk faster on Roads than on normal plots unless they have points in agility already. Secondly, Roads do NOT gain Footfall Roads are to get around the cities faster, meaning people can make the cities much bigger since it’s faster to get around, but also prevent Roads from being abused to make lots of Footfall. If not outright removing Footfall, then get like only 20% of the normal amount of footfall for Roads.
^ With Road Plots only being allowed by Cities, inside of City Influences, hopefully it will prevent players from trying to build roads between cities, or all over planets trying to gain free footfall, as people will like the City
With those new features, it would change the game dramatically. Cities would be able to grow, and hopefully not be bullied. Tho does allow two cities to exist next to each other and expand. It would allow players to pick up and move their homes/builds, so A, cities can expand without worry of people being in the way, and B, players can choose to join the city, or move to a different part of the planet, or even a different planet all together. It would also allow people that meet up and like each other after they each started and built in the game, to pick up and move to closer together, without having to dismantle and remake everything next to the other person.
It would also prevent Griefing, as people would be able to pick up and rotate their build, or move, with someone tries to block them in or harrass them. Cities can compete each other, or even work together without merging, and a system too merge. And if they do merge, able to solve issues over who is the new mayor, the new city name, and if the guilds want to merge or not as well. On top of that, a city will have the same name no matter if someone else has a higher prestiage and only the Mayor can pick who the new leader is, or if he goes afk for 1 month straight then the second oldest player in the city gets to take up the spot.
^ That is my suggestion, @sztosz. I’m pretty sure it covers all bases, the only thing would be if there is a limit or not to how big the Influence can get, thus how big a city can get, like cities in Civilizations can only have the border goes X far away. and all the details on how big the city needs to be to expand, and how ‘Big’ the Influence is each time the city grows. But all the basic ideas are done, and just needs to be ironed out, after taking ideas from how things work in other games.