DeletedUser
Guest
Here is a radical idea.
Because so much time is wasted on world after world arguing over if taking barbs is ok or not, if barbs should be farms only, who controls the barbs in a province, and if you are a skilled player or not for barb munching... heres a quick fix.
Developers should LOCK the original barbarian villages. They can grow like normal, but they can NEVER BE NOBLED. They will always remain farms.
As for players that go inactive, and turn into named barbarian villages, just change the graphic a bit, change the code, and the village becomes something other than a barb. You can farm it like a barb, and you can noble it. But its not technically a barb. Give it a new moniker, a RUIN, or a HAMLET, or a GHOST TOWN, whatever the case, it still serves the old purpose of being a usable barbarian village but it serves a new and different function.
If you have barbarian villages that can never be nobled, you can have a lot of fun with it. First of all, no one will be arguing over them. They will always be available to farm. And the developers can cut off different building functions in a barbarian village. Taverns are no longer important because you wont ever be conquering them. Farms, resource buildings, warehouses, the basics are still there and those are what you want to keep growing. Perhaps the resource buildings in a farmable barbarian village can go higher than they can go in a traditional player village - maybe Masters of Loot can end up raising the level potential to 40, 50, 60 on a barb, with plenty of resources to farm throughout the course of an entire world.
Maybe barbarian villages occasionally unlock a special resource - like Crowns, or enslaved spearmen units that you can bring back to use as troops (or farmers) in your own villages, raising the population level of your village. Maybe a paladin upgrade, or an extra spy slot in the tavern.
Because so much time is wasted on world after world arguing over if taking barbs is ok or not, if barbs should be farms only, who controls the barbs in a province, and if you are a skilled player or not for barb munching... heres a quick fix.
Developers should LOCK the original barbarian villages. They can grow like normal, but they can NEVER BE NOBLED. They will always remain farms.
As for players that go inactive, and turn into named barbarian villages, just change the graphic a bit, change the code, and the village becomes something other than a barb. You can farm it like a barb, and you can noble it. But its not technically a barb. Give it a new moniker, a RUIN, or a HAMLET, or a GHOST TOWN, whatever the case, it still serves the old purpose of being a usable barbarian village but it serves a new and different function.
If you have barbarian villages that can never be nobled, you can have a lot of fun with it. First of all, no one will be arguing over them. They will always be available to farm. And the developers can cut off different building functions in a barbarian village. Taverns are no longer important because you wont ever be conquering them. Farms, resource buildings, warehouses, the basics are still there and those are what you want to keep growing. Perhaps the resource buildings in a farmable barbarian village can go higher than they can go in a traditional player village - maybe Masters of Loot can end up raising the level potential to 40, 50, 60 on a barb, with plenty of resources to farm throughout the course of an entire world.
Maybe barbarian villages occasionally unlock a special resource - like Crowns, or enslaved spearmen units that you can bring back to use as troops (or farmers) in your own villages, raising the population level of your village. Maybe a paladin upgrade, or an extra spy slot in the tavern.