Topic: A new tribe: the Venusians

Eugenia
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Posted at: 2025-09-19, 10:41 UTC+2.0

I wouldn't know how to implement this, but I was thinking that more tribes/campaigns would be awesome. I was envisioning the Celts, maybe a Sudanese tribe, Japanese, and an Arabic one. However, one idea that came into my mind later was that of the Venusians. Since there is an Atlantean tribe, which is a mythical one, the Venusians wouldn't feel out of the norm. The idea would be that their spaceship crash landed, and lost all their technology. They'll have to settle from scratch, just like everyone else. This puts them into the same footing and abilities like the rest of the tribes. I'd envision them something like in this pic: https://pics.craiyon.com/2023-09-18/48441300878c46bab80a4703c79a747a.webp

Just an idea in bed, while trying to sleep last night ...


Ex-developer, ex-tech-journalist, now an artist and a cat mom of 6.

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hessenfarmer
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Posted at: 2025-09-19, 11:13 UTC+2.0

any idea about a new tribe is very welcome.
the venusians sound interesting.
implementation can be done by us. but what would be needed is:
- character, society and background of the tribe (alread a bit pointed out by you)
- technolgy chain (tools, buildings, etc.)
- economy chain (wares, workers, buildings, etc)
- soldier core abilities and philosophy (which ability of evade, attack, health, and defense is prioritized)


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Eugenia
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Posted at: 2025-09-19, 13:02 UTC+2.0

Ah, you got me there... not sure what to do with that. I can provide a little storyline, but the actual gameplay evades me since I'm not much of a gamer...

I was thinking them as a faction of the Venusians that used as many resources they could in their planet to build a rocket that could reach Earth. Being the first of its kind, it failed upon entry, and they crashed landed. No rescue is expected for them, so they will have to survive on their own, setting on Earth. Very little of their tech survived the landing, mostly individual tools that might help them build buildings a bit faster than other tribes (so that could be one differentiating factor). They are very tall compared to Earthlings (advantage and disadvantage during battle), and can survive in extreme heat and volcanic areas that resemble Venus (Darklands?). They can see very well at night and hear extremely well (spying advantage).

Given that they're from another planet, maybe they'll need to grow specific vegetables to survive. Some of their crops might fail until they get it right.

They are governed by the Council of Three. They are mostly peaceful and they have no army at first. However, once they meet the natives, they understand the need to learn how to create an army, where both males and females serve. Because this is not their native planet, they don't have much endurance during battle -- or work.

They don't form families, but they get into heat when they need to procreate. The children are grown by the elders, while the younger people work. They have a collective economy, where all the food and supplies are owned by the people.

They see humans as lower species, so they occasionally abduct them and use them as slaves to build their buildings (since they don't have much endurance). They exchange some of them back when they're in need for trading, since not many things survived the landing.

Orthan: The most influential of the council of the three, often seen a bit too dictatorial and doesn't listen to the other two a lot. The other two are one male, and one female.

Valdy: Chief technologist, tries to recreate some of the tech, mostly unsuccessfully. He mostly tries to find a solution for the endurance problem.

Cherrin: Geologist, who helps Valdy to get him minerals for his tech

Alanther: A young guy who is the main person trying to put together an army

Onikow: A female botanist, who's trying to overcome the different soil problem. Often consults with Valdy and Cherrin.

Veradir: An elder teacher, often has the ear of the Council. He's blind.

Malthinur: A slave trader and raider. He's the one mostly in contact with Earthlings.

Rasis: a young female scout/spy. She goes out at night at enemy camps to listen to them from afar and learn their plans. Expert in languages.

I leave the rest to you... they're beyond me... face-grin.png

Edited: 2025-09-19, 13:07 UTC+2.0

Ex-developer, ex-tech-journalist, now an artist and a cat mom of 6.

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usingUser
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Posted at: 2025-10-01, 09:52 UTC+2.0

Eugenia wrote

Rasis: a young female scout/spy. She goes out at night at enemy camps to listen to them from afar and learn their plans. Expert in languages.

Do I get you right that you'd like to have a day-night-cycle? This would bring some interesting possibilities to the game (and many probable complexity as well)…
Bringing the thought further would perhaps introcduce seasons. Anyone in for that? (I'm not sure whether I like the idea myself…)

Being the first of its kind, it failed upon entry, and they crashed landed. No rescue is expected for them, so they will have to survive on their own, setting on Earth.

How about the need of another atmosphere? I think of something like a dome bestriding the occupied area of the tribe, with the need of a constant coherent area, which can only be split with a warehouse in every dome or by losing the buildings, maybe immediatly. (They could burn because their materials react with our atmosphere.)


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Eugenia
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Posted at: 2025-10-01, 11:12 UTC+2.0
Do I get you right that you'd like to have a day-night-cycle? This would bring some interesting possibilities to the game (and many probable complexity as well)…
Bringing the thought further would perhaps introcduce seasons. Anyone in for that? (I'm not sure whether I like the idea myself…)


It could be interesting for night/day, if it's easy to implement. For seasons is probably more difficult?

How about the need of another atmosphere? I think of something like a dome bestriding the occupied area of the tribe, with the need of a constant coherent area, which can only be split with a warehouse in every dome or by losing the buildings, maybe immediatly. (They could burn because their materials react with our atmosphere.)


I think that's both difficult to implement, but also, it requires technology that they don't have anymore in a big supply. What could be feasible is to have a mask like they have on Avatar, to slightly alter their breathing pattern, and part of the excavations and slavery they need would be to mine for that mineral that allows them to breath.

When I mentioned slavery above btw, I wanted to make clear that the Venusians are against it in principle, however, it becomes a necessity due to their inability to have long endurance on Earth to mine stuff. I don't know how this would reflect on the game and ethics, I'm just trying to make the story complex-enough to make it interesting to play, I guess.
Edited: Yesterday 10:50 UTC+2.0

Ex-developer, ex-tech-journalist, now an artist and a cat mom of 6.

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Ron_of_Nord
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Posted at: Yesterday 05:53 UTC+2.0

Hi folks, I asked about day/night cycles in this post, and I think its' a great idea

https://www.widelands.org/forum/topic/6204/

or from the main menu

Game suggestions forum Day/night

( sorry I haven't got the hang of link embedding yet )

I suggest you have a read of that , the answers were most insightful . Another atmosphere with a dome ? That would break the technology level that limits the current tribes. I once asked about areial
scouts and was told that the technology level of the tribes
wasn't high enough However, venusians, hmm, sounds intriguing


The aussies are coming, ya ho! ya ho!

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