DeletedUser553
Guest
Hi. I just want to suggest an addition to the fellowship mechanic: fellowship capitals. Let the fellowship as a whole build a city (require Archmage of late era), with guild functions located within buildings, a guild treasury from which to build the guild city which the fellowship can contribute to, and buildings that benefit the fellowship as a whole, either by direct production of goods to all members (all the usual goods buildings), expense savings, faster/better units, swifter KP gain (a library), etc. The central guild hall could include a roster of guild members, list contributions and achievements for the guild, and a simpler way to visit / provide neighbourly help to fellowship members.
It would allow fellowship members to contribute to, benefit from, and feel a part of something bigger, rather than fellowships just being about exchange of goods and neighbourly help.
If you wanted to go an even bigger rethink of fellowships, re-seed the world map with (uncommon) blank spaces for Fellowships as a whole to acquire and turn into capitals, maybe seed other fellowship/non-city sites (trading hubs? ancient ruins? really, the sky is the limit here). Scouting and relic/encounter tiles could work as usual, but give fellowship members the ability to trade with any fellowship whose capital they can reach, or restrict players to joining fellowships they can reach; fellowships as a whole could build trade centres and buy/negotiate trade pacts with other nearby fellowships. Let guilds fight over special sites and their benefits, while leaving guild capitals secure for those not interested in GVG.
Anyway, just my 5 cents. Take what you want from it, and toss the rest
Cheers,
Ash.
It would allow fellowship members to contribute to, benefit from, and feel a part of something bigger, rather than fellowships just being about exchange of goods and neighbourly help.
If you wanted to go an even bigger rethink of fellowships, re-seed the world map with (uncommon) blank spaces for Fellowships as a whole to acquire and turn into capitals, maybe seed other fellowship/non-city sites (trading hubs? ancient ruins? really, the sky is the limit here). Scouting and relic/encounter tiles could work as usual, but give fellowship members the ability to trade with any fellowship whose capital they can reach, or restrict players to joining fellowships they can reach; fellowships as a whole could build trade centres and buy/negotiate trade pacts with other nearby fellowships. Let guilds fight over special sites and their benefits, while leaving guild capitals secure for those not interested in GVG.
Anyway, just my 5 cents. Take what you want from it, and toss the rest
Cheers,
Ash.