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I spend a lot of time thinking about village designs, road designs, and minimizing transportation. To me, a well built community (whether it be a single village or an alliance of specialists) is an interconnected machine for processing raw materials into finished products. In the past I've worked with a "hub and spoke" design, with one central warehouse where I keep ALL THE THINGS. But, I'm beginning to branch out from that and explore the possibility of creating lots of little specialized buildings for iteratively processing materials. So, for example, instead of hanging out in my warehouse and grinding fletching, I'll have a quaint little fletchery overlooking the sea, and it'll be periodically supplied with everything required to just focus on fletching. I personally find this idea very charming, as it would allow me to have a friend who's an excellent fletcher come stay with me for a while and give them access to that building without putting them in my central warehouse where every single thing I own is stored. I'm using some network graphing software to research skill dependency networks in order to plan an effective building layout. I thought I'd share a snapshot of that research. It is by no means exhaustive, but I thought it looked kind of cool and you guys might find it interesting. The "alchemist" and "apothecary" roles are obviously the same skill set, but it made for a much cleaner graph if I separated them into two locations and roles based on which materials they were working with. I'd probably make two small little workshops for those different roles on either end of the village center. The red colored nodes all make things that a hunter/soldier would use. And obviously all of the gatherers need their own tools, but I didn't want to clutter up the graph with back edges. The grey boxes are locations for intermediate storage. I also added these to clean up and simplify edges around certain nodes such as the blacksmith and alchemist. As a final note, brewing is the ultimate pinnacle of technology, it would seem. I had a good hearty laugh when I saw this. EDIT: Cleaned up some edges that made no sense, like mason to alchemist.
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- village design
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