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Individual followers/adobes simply train to be something else, allow the settlement/abode to be set to farmer/miner/builder/breeder. Got to be more realistic?
If your follower builds an small single abode with 1 population he gets 1 plot in any available direction but has to be adjacent to the abode (its then locked and can not be converted into settlement without unassigning and destroying field/mine plot connected) size/amount of plots go up with the size of the population in the originally built abode (i.e. the original plot size).
If you create a settlement (it needs to be from unassigned abodes), the plots surrounding the settlements in the area of influence should be then be assignable to farming or mining or worshipping or none(builder) , number of plots related to the size of the settlement population. That might start to limit the often silly settlement sizes, you could even require the settlement to produce wheat/ore from those plots to increase/feed population or allow additional abodes to be added.
Edit:- Even other abodes in area of influence could contribute to the settlements resources.
Unfortunately this idea sounds like you'd need to revamp settlements/abodes so doubt it could ever happen :(
In History the first social mens joined around caves, then improved their skills and create shelters or small tents. Growing and became villages and cities. Each one of this kind of home had his area of influence. From small plots to "son all you can see someday will be yours!!".
I like to change the idea of city to become Region. A tool that u can use to mark an area in the map, and everyone who lives there dismantled his small houses and travel to the center of the area to join a new society. The region could be marked with symbolic fences to be visual (u remember the cultural area in Civilization?) and demand minimun resources to be create as small region. You have to craft the resources in your period of smal houses.
Now you have a new region that we going to name for example Basque Country (where i live) and had his numbers of máximun population, weat or ore. And had an area of influence where could be green land for farmers and grey land for miners (in the future more stile of people of course) So you have 3 kind of persons... Farmers Miners and Builders. Now i like to create the PRIEST (breeders) who travel on the world picking up the beleve of the houses out of borders... the WARRIORS who patrols the region and you have a maximun of this related to the resources of the region (this is an interesting idea to improve the gamestyle) and the MAYOR (or the count if you join for example 3 the regions under his domains or king if you have 5....) who gives radius bonuses for workers and militaries (you can move it) and you can loose influence and area of the region if it dies.
This Regions and his capitals can grow adding more area (and paying more resources) and can decrease too if the people arent happy and decide to come back to the solitary mountain.
Imagine roads between capitals for carry resources and faster travels.
The military mecanics are interesting for me because you can defend your region (or country) and can attack your neighbourgs. Diferent targets... green land that were near the border and want to join to your region, or directly atack the capital of the enemy region to conquer them...
With this you can see similar map that the history of our countries. And solve the problem to see my civilization like a virus in the world
I think i'm dreaming so much.... many changes to our villages, but some of the ideas maybe can be implement in other ways or future growing of the products.
Meanwhile, as noted, there is currently no sense of resource progression (I was expecting things like bread and steel to follow from wheat and ore but there's been no signs of anything like that.)
My own suggestion was that it should be the resource access that limits the size of your city. If all you have is wheat, then you can only have a village (with a maximum size.) If you can produce X wheat then you can progress to a town, which can then make bread. If you can produce X bread, then you can progress to a city, and so on.
But at heart is the need to restrict the size of settlements in this first age of the game. You should be considering placements carefully, not just flattening everywhere and dropping settlements whenever you can manage it.
And the dilemma is that I suspect there is no viable solution. The initial phase of the game is so tough that discovering a future limit has been breached before you have any chance of addressing it may not be a resolvable problem. (You can't impose a limit on settlements in Homeworld as players will not know what that means. You might be able to do that in future worlds, but then they would feel out-of-phase with Homeworld.)
Though when the community and more specifically Peter Molyneux strongly spoke out against a resource-based progression. I chose to alter my approach to one more suitable to the baseline of mechanics as chosen by 22cans.
It seems that there is a strong fear that the requirement of resources would both make Godus too much of an RTS game aswell as making the concepts too much micro-management and too fiddly.
Its also a fear that this would in turn scare away the more casual of players.
To that goal I chose to offer solutions that focused on skirting around the addition of more fiddly matters and to avoid micro-management. Instead focusing on a more robust, yet still flexible foundation.
And to plan for the future like that.
I also envisioned a mechanic where wheat and ore were to be followed by more advanced versions and a wider variety of resources.
Though perhaps the fleshing out of the current resource system (both belief and gems aswell as wheat/ore and stickers) is a matter best left for another thread.
I have in the past set out a rather lengthy suggestion on how this could potentially be done, as have various others.
The possibilities are quite wideranging.