also when i mean motte i meant only the wooden central building with walls and not like the photo and when you upgrade it will be a bit larger and made from stone.
of course a motte like the photo would be great but the mod will still be great without it(of course you can try to add it after the 10 edition.
?
you say they are going to be walls .
You will be able to build any building you see anywhere else in the game. Or any kind of construction, for that matter (castles, walls, towers, wells, sidewalks, etc)
Well . . . the first version(s) will be mostly related to managing the growth of the island from zero to a certain development level, by keeping the population happy. This final level, as I see it today, will be a large city with all the services and a few specialized villages, like one farming village where the land is fertile, a mining village by the mountains, etc. As the player progresses, the population will reward him with new pieces/areas for the villa.
Once the top level is reached, I suppose players will drop the mod or, maybe, start over.
Rebellions are good candidates for future improvements, but only during the development of the island. Once the goal is reached, the economy would be stable and run smoothly without the player intervention, in case the player likes the Villa and decides to keep the mod to use the Villa on a regular basis as a home.
Once this first version is stable, I plan to have subsequent, improved versions, but I have no idea in which direction we may end up going.
Future versions may include alternative ways of administration, like running the island as a slave pit, counting on military forces (as opposed to satisfaction) to keep the population in. Rebellions would fit nicely in this scenario.
Future versions may also include alternative goals. One of the goals that have been suggested is turning the island into a successful tourist paradise.
how are siege battles going to work.
Pirates will raid the city and the players must be prepared by increasing the number of guards and improving their level as the city grows. I suppose that if you build some palisades or walls around the city, some kind of siege could happen. But no siege battles planned. I will add the idea to the wish list, thou.
also will you expand the map in future versions.
One thing that crossed my mind along the way is to have alternative maps, so you can play the game several times with different evolutions.
also such great mod would need its forum
It will be on http://thewormhole.nfshost.com/forum/index.php.
Sorry to naysay, but I'm not sure I like the idea of rebellion in a game like TES. If I have to take a break from questing every so often to make sure my citizens are pleased as punch it becomes less fun and more of a chore. I really think that sort of thing only works in games like Civ where running the people is your only job.
On the flip side, perhaps happiness decay decreases dramatically when you're away? I can see that working. This is assuming you can leave the island and go back to questing. I'm still sort of confused on that point.
As I said, at some point the mod will be 'finished' and will require no additional intervention from the player, if he decides to keep the mod active.
But during the 'development game', I am also not sure how it will go.
The player will be able to leave the island after a few days.
I am not sure if I want to keep scripts running while the player is not in the island (therefore, not playing the mod).
One simple solution is to keep the island frozen while you are away.
I will try to develop some simple form of auto-run, but I have not reached that point yet