1. You start with a 'bloom' site 2. Blooms may not grow adjacent to other blooms and require positive dominion 3. Root sites grow in positive dominion next to blooms 4. Roots/blooms die if not in positive dominion -- Blooms can only grow next to roots -- drop this 6. Should blooms be seasonal? They could either be fixed to the season when they bloomed, or change according to season 7. A seasonal bloom could provide season themed stuff (monsters, resources, temperature etc) 8. Blooms can freespawn (this is the way to get the non elf stuff like dryads) 9. Blooms could grow from stage 1 to stage 3 over time to make them less swingy 10. Blooms could provide PD? Season power should be used sparingly What do I do about PD if wood elves don't use forts? Wood Elves don't care about forts at all (including not burning them down). Orion 1. Orion gets spawned in spring 2. He is unique? do i need to make him unique 3. He is killed off in winter 4. If he dies he will still come back in spring no matter what 5. He maybe has no leadership and no itemslots and cannot go to the arena 6. He maybe summons stuff in fights or freespawns things generally 7. He can't take permanent damage of any kind (he can get cursed/horror marked but apart from that) There are seasonal shape commands, so perhaps dryads etc should have those. There's also a command to be stronger at the height of any given season which could be used in conjunction with these. relevant event modding commnands #req_season <0 – 4> Event requires this season to happen. #req_nearbycode Event code must be present in a neighboring province. #req_nearowncode Current province or neighboring province owned by the same player must have this event code. #req_nearbysite < 0 | 1 > Event requires [sitename] to be in the province or adjacent provinces. So a 0 here would work to say it must not be adjacent. But only one site can be specified. #req_domchance <0 - 100> Requires a dominion and the higher dominion the higher the chance of this event happening. The owner of the dominion, friendly or not, does not matter for this command. The event will have dominion value * this value % chance of happening (if it should have happened without this command that is). This command can be used to create global enchantments that have the chance of something happening scale with dominion strength. So can set this to 10 and then it's 10% chance per candle per turn of spawning a bloom if other conditions met. This can also be used on the freespawning events and the upgrading events so it's all tied to dominion #req_growth Growth scale required. Notes on dryads Birch Aspect: Dryads which shape shift into their Birch aspect take on a silvery-white appearance like birch trees, with a mass of delicate yellow green or tawny yellow foliage for hair. They are extremely vicious and spiteful and lash the foe with their long fingers which cut into flesh. Oak Aspect: When Dryads shape shift into their Oak aspect, they become more robust and resilient to wounds. They assume a green or brown skin and their limbs thicken. Their hair becomes a mass of oak leaves and acorns. Willow Aspect: In their Willow aspect, Dryads change into creatures with green skin and extremely long yellowish green hair which hangs down around them like the leaves of the weeping willow tree. Their fingers extend into incredibly long, whip-like willow twigs. In hand-to-hand combat they entwine their fingers around the foe and grip his weapon making it difficult for him to wield it at all. One aspect per season. Willow for spring, Oak for autumn, Birch for winter, Elm/beech for summer? Willow tangles stuff and adds to defence, birch slashes stuff up, oak is tough, elm/beech is energetic and regens Lineup Glade Guard Eternal Guard Deepwood Scout Glade Rider Wildwood Ranger Waywatcher Wind Rider (Warhawk rider) Wardancer Sister of the Thorn (sacred) Wild Rider (sacred) Hound of Kurnous Dryad Treekin Treefolk Spellsinger Spellweaver Glade Lord Shadow Dancer (A1D1?) Branchwraith Ancient Treefolk