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4.0 Dwarf Capital Planning/ideas ((Ooc))

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xSPULLERx

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I like the Markarth idea. It is not too small yet at the same time it is not too big. Lets build this :D

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Make sure there is room for private guilds and businesses. We've had a serious lack of space for privtate ale houses, guilds, etc. in past builds.  Government run temples and businesses are great, but they won't fill the city all the time. Markarth is a great "organic" city. Everything flows around, fun cracks and crevices. And the prison might make for some fun RP, if we end up doing that. Thanks for the suggestion, Zezimus. 

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The main reason I like Markarth's current layout is that it is already perfect. We can easily place the temple where the Dibella temple is located and the tavern is underneath so the it makes it convenient for summoning persons to church. (We can also dedicate the tower to summoning the people).

We've talked about this in ts.  The middle peninsula will the split the rp if there is someone at one end and someone at the other.  It makes a big road block.  Plus markarth had too many roads, there is no square where there is everyone to meet at.  And going with it, the city does not have a good focal point, yes the middle is interesting, but it is hard to get to and would need to go through much of the city to get to it.  Plus, guards working will be bored to tears because where we want the center of rp, is across a river from the gatehouse, which is then again splitting people apart.  The center of rp should be reachable by the gate so guards can use the city, and not just sit in the guard house bored to death, because we made a city that rp isn't really centralized.  And lastly, we always say that humans are stupid that they copy game of thrones and skyrim, no we're doing it?  We should only take the concept, not the exact design.  Plus, if we do copy the design, everyone will be disappointed because they expect THAT city, but forget about the restrictions minecraft offers.  The city would have to be a lot larger in order to allow the curves to look natural.  Thus making the city bigger, and if we keep it small, people will go like, this city is stupid because it can't be up to par with the wonderful 3d animation.  I'm sorry but we cant use that design.  

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City Type: Mix

Entrance: Underground

City Concept: Roleplay.

Other Suggestions: To be honest in my opinion we should go off on a tangent with this city. What I mean is that how about a port city be built within a crevice along the coast, and having a stronghold, or other important structures along the ridge of the mountain. This would be something new to the usual Dwarf builds that have always been underground or mountain tops. A port city/capital would be something original to the past three builds that have gone for us Dwarves. I would love to see this but it's up to you guys if you want. I think this would bring alot of RP since in my opinion people like to stay around open cities(and a plus for crevice city for cool atmosphere.). Who said Dwarves aren't good seamen?We have the beards.

#DwarfPirates I kid I kid. (My original paragraph disappeared, so I may have let some details off.)

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City Type: Mix

Entrance: Underground

City Concept: Roleplay.

Other Suggestions: To be honest in my opinion we should go off on a tangent with this city. What I mean is that how about a port city be built within a crevice along the coast, and having a stronghold, or other important structures along the ridge of the mountain. This would be something new to the usual Dwarf builds that have always been underground or mountain tops. A port city/capital would be something original to the past three builds that have gone for us Dwarves. I would love to see this but it's up to you guys if you want. I think this would bring alot of RP since in my opinion people like to stay around open cities(and a plus for crevice city for cool atmosphere.). Who said Dwarves aren't good seamen?We have the beards.

#DwarfPirates I kid I kid. (My original paragraph disappeared, so I may have let some details off.)

It's a good idea, from what we have situated with the map, I feel the city could be difficult to reach since the path will have to rap around the mountain.  Unless we go through the mountain.  Also, I think we haven't done this in the past because of protection.  There is only one warclaim that would be needed for a fleet to attack, and if they win, they own the port.  So that may be an issue.

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The Markarth idea seems best. At ffirst I was all for a Cavern-esque themed city that would look amazing, but now that I look on it, a small city that is enclosed by mountains would be great. The lower tiers could be the main Roleplay where the Guilds and Shops and such are put in, and as more and mre Dwarves join in, houses could be built upwards rather than downards. This would help centralise Roleplay as people would be hardpressed to climb up for Roleplay, and everything would be within easy reach in the center of the city. People could live in the top sections of the city, and that would sort of also allow building into the mountains a bit more.

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It's a good idea, from what we have situated with the map, I feel the city could be difficult to reach since the path will have to rap around the mountain.  Unless we go through the mountain.  Also, I think we haven't done this in the past because of protection.  There is only one warclaim that would be needed for a fleet to attack, and if they win, they own the port.  So that may be an issue.

 

Are we really running with that as a sticking point..? We're dwarves, no one is taking our capital from us :\ We should be focusing on what makes roleplay for us, not what is best for defending from threats...

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I'll definitely build the Markarth design. I've learned a few handy angle building tricks that should let us pull it off!

Also Spuller the gate is next to the tavern/market square and all the RP can occur there! As well as the church is near by so you can hear it and the smithing area/mining is close too. It also has a poor persons location (warrens) close to the mines. The only thing separate is the path to the church, houses, and castle.

Have you even been in Markarth bro?

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You can move some stuff around to make the Markarth design to work better for RP, that shouldn't be an issue. The concept is sound, fresh and really goddamn aesthetically appeasing. Go with the idea and make it your own a little bit.

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It's a good idea, from what we have situated with the map, I feel the city could be difficult to reach since the path will have to rap around the mountain.  Unless we go through the mountain.  Also, I think we haven't done this in the past because of protection.  There is only one warclaim that would be needed for a fleet to attack, and if they win, they own the port.  So that may be an issue.

I get the issues geographically, but I think protection wise we can come up with a solution no problem, I mean we're Dwarves! But on a serious note more risk wouldn't hurt, I think this would give opportunity for more fun. Either way a mountain city is fine, just giving an idea, as for a mountainous settlement I agree with the whole Markarth concept.

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But it should be different, I will try a different design tomorrow.  If we do the same design, like I said people will always be dissapointed because they can say, "They didn't do this right."  Like what gronk said, we need to make it our own.

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I have an idea, but I'll have to work it when I get home, I'm on my phone

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But it should be different, I will try a different design tomorrow.  If we do the same design, like I said people will always be dissapointed because they can say, "They didn't do this right."  Like what gronk said, we need to make it our own.

 

I agree that to some extent we need to make it our own. Having said that however, the base design for Markarth is really a lot simpler than it looks and as long as we maybe change the architecture to fit our own role play, it wouldn't look like an exact copy at all. Like Charles said, the overhead map design of Markarth is perfect for what we need already. There's other ways than changing the layout that we can use to make it different.

 

Also I'm kind of confused as to what you mean when you say the centre piece divides role play. Most of the role play would probably take place in the small area as you walk into the city and there'd likely be be some kind of shrine or temple on top of the elevated area. The city is so small anyway that you could probably shout across it from all sides.

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Make sure there is room for private guilds and businesses. We've had a serious lack of space for privtate ale houses, guilds, etc. in past builds.  Government run temples and businesses are great, but they won't fill the city all the time. Markarth is a great "organic" city. Everything flows around, fun cracks and crevices. And the prison might make for some fun RP, if we end up doing that. Thanks for the suggestion, Zezimus. 

 

This is a point that we never really focused on as a nation. There needs to be room for private expansion of guilds within the city walls. To keep people staying, you need to let them make something that is there own, something they will have a connection to here. A guild house is a fine way to get a group of rpers together that have reason to stay together.

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