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All posts created by Azure_Zero

The Large spot by the Tavern tends to have a large building there, so I don't think setting one spot to decide if it is not upgradeable is a good idea, though if I had to choose a large spot for that idea, I'd suggest the Lower spot and not any of the two higher spots.

But before we can have any real look at this idea we need a better idea as to what an Upgraded Auction House would offer over a basic +0 Auction House.
Let's back on topic about new Outposts and Holdings….
I know the T3 restriction part would be extra code, though In the beginning I don't mind if the holding allows T3 crafting, it'll just be that folks would need to remind themselves about the risk in crafting something in a holding for over a week or a month in that they might lose it if the holding gets destroyed or captured (this case would need some thinking about).

Interestingly, refining/crafting projects will still finish up even if the building handling them is destroyed, and the results will still be deposited in the appropriate vault. As long as you have Withdrawal privileges, or re-establish them later, you can retrieve the results.

well, that sounds bad…
It would be nice if the finished good, if the holdings was captured during the crafting process, was instead dumped as a reward into the Holding's Holding vault instead for the victors.
If you were going to add crafting to holdings then ammo making (bowyer, artificer, iconographer) would be more logical. It is something you are more likely to need to do "out in the wild" from both a gameplay and roleplay point of view. Ammo crafting could actually be added to existing holdings with no crafts. Bowyer to Watchtowers, iconographer to Barracks and artificer to Libraries for example.

That is a Good idea, I forgot about ammo, but though I've see it more as; Bowyer added to both Watchtowers and Barracks, iconographer added to Shrines, and artificer to Libraries. The problem is it opens weapon and ammo production which should be done already in-settlement, out of settlement, which has it's own problems.
Now adding crafting to existing holdings would have their Bulk resource costs raised even higher to balance them with the rest and with Watchtowers and Barracks already having some problematic requirements and being the ONLY holdings with Great security DI, it would be terrible for settlements.

The other issue would be balance with regard to existing settlements. Introducing a batch of new craft holdings that "fill the gaps" for one group but do not help some other group at all is likely to stir up a few rumblings.

The New crafting holdings should fill in gaps for buildings that do not make weapons or Armour, since each settlement should already have those in house.
Now I mentioned above that ammo should be made in settlement with one main reason being to keep a lower force projection when wars or escalation raids break out.

So the Only product crafting that should be made as holdings should be:
Alchemist, Engineer, and Jeweler.
since the rest produce either a weapon or armour which should already be again be in settlement to begin with.
Though IF weapon and Armour producing holdings were made they should remain separate holdings and Not integrated into an existing holding.
So Iconographer would be at a Temple Holding, not a shrine holding, and Bowyer would be at the Bowyer Holding, not the Watchtower and or Barracks.

The Holdings I put in the OP are examples that are made, with the Crafted Goods reflecting the Bulk resource requirements (generally the first two resources, third not so much);
Example, The Jeweler Holding Uses Ore(The Smelted Goods) and Stone (The Gem cutter Goods)
The Engineer Holding was a bit harder to decide on what should go first (Wood or Ore) and decide the next resource since it is more useful and should be more self-sufficent and not problematic to place.
Now since it Makes a Lot of Wooden buildings, and Given the about half the Hexes are Wood, Wood was put first then trade since trade is generated by a lot of holdings outpost combos and trade can represent most of the other refined items used in products made with engineer crafting.

Now If weapon and or armour holdings were to be made I'd imagine the bulk resource requirements would be like this;
Armour: (Ore, Trade, Food) (Good in Mountains, Highlands and can pass in Croplands)
Weapon: (Ore, Food, Stone) (Good in Highlands, Mountains, and Croplands)
Leather: (Trade, Food, Wood) (Good or Passes in all Hexes)
Bowyer: (Wood, Trade, Ore) (Good In Forest)
Tailor: (Trade, Food, Stone) (Good or Passes in all Hexes)
Iconographer: (Trade, Ore, Food) (Good in Croplands, Passes in Highlands and Mountains)
Artificer: (Wood, Food, Stone) (Good in Forest)

previous added
Alchemist(Trade,Food,Stone) (Good or Passes in all Hexes)
Engineer(Wood, Trade,Stone) (Good in Forest)
Jeweler(Ore,Stone,Trade) (Good in Mountains, and Highlands)

Since I believe they best represent the refined goods that are used in making the end products while spreading as much support for different hex types
I know the T3 restriction part would be extra code, though In the beginning I don't mind if the holding allows T3 crafting, it'll just be that folks would need to remind themselves about the risk in crafting something in a holding for over a week or a month in that they might lose it if the holding gets destroyed or captured (this case would need some thinking about).

I've looked over all the holdings, outposts and Hex combos and The two new Outposts would help as would the two new holdings.
As the two new outposts will help with certain existing holdings and hexes.
The two new holdings fix an issue with a number of holding, outpost, and hex combos; the crap ton of trade goods that can get made and the pain it is to get food, since most bulk resource orders where food and trade are together of put FOOD before TRADE GOODS, and we have two FoodnTrade outposts, and one gives better trade which compounds the problem.
This is where the new Holdings come in that they Take Trade Goods as a resource allowing the company to collect some food from the outposts.
I was looking over a the Holdings, Outposts, and Hex resources again and thought there should be more options for setting up your claimed hexes.

For Example We have only a 3 outposts that produce mixed resources, I think it would be nice to have at least two more Mixed outposts
The Jeweler Outpost (50% Stone(Stone), 50% Ore(ore))
The Woodsman Outpost (50% Wood(Wood), 50% Trade Goods (Wood)).

A two New Holdings that'll help deal with the new Bulk Requirements and give some finished Product support to settlements.
The Jeweler Holding (Resource: Ore, Stone, Trade) (Skill: End Product: Jeweler (No T3 products))
The Engineer Holding (Resource: Wood, Trade, Stone) (Skill: End Product: Engineer (No T3 products))

I know that it'll be work, but reusing models and some tweaked scripts they could easily be put in.
Isn't Emerald Lodge also an independent, or did they die out?
You are a Troll
What is an *Outlaw Council*?

The Outlaw council is where the Devs and The Settlements leaders talk.
it gives armour, weapon, and some other items to help you get started
Stilachio Thrax
This game often feels like it has a lot of sticks, but not enough carrots.

I recall Playing EE version 1.0,
This version currently has a crap ton of carrots, and not enough sticks.
I recall Escalations; growing in power, spreading, and being a pain to remove.
I recall that you had to go to certain areas of the map to get specific resources in a decent amount (like cooper only being on ZKM).
I recall being encumbered by copper coins from doing escalations and we wanted to keep those coins.
I recall Recipes used to be far more rare (or that is how it felt).

Recipes drop like crazy
Escalations are no big deal.
No one cares about coins unless they are gold or Platinum.

So yeah, where are the Sticks and the Carrots, eh.