Board Thread:Suggestions forum/@comment-27007342-20170901203743

The main hope of this suggestion is to add random spawning trails that lead to places mostly or possibly nowhere. These trails won't be too long and at the end of the suggestion I will have "spawn rates" for biomes. Also this suggestion would work better if the following things mentioned are added: for Bandit Camps and for both camps.

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Where do the trails go?
The trails (depending on the biome) will/can spawn in 4 possible things at the end of the trail.


 * Merchant Camps


 * Bandit Camps


 * Nothing


 * A water source

Merchant Camps
Merchant camps can only spawn the faction that can normally visit the region. So, for example a Galadhrim Wanderer can not spawn in Far harad and whatnot. Likewise a Galadhrim camp can not spawn there. For better explanation of the camp layout I will just use an image of what I created.

Merchant camps can contain the following:


 * 1-3 Tents with a faction specific crafting table and chest or two.


 * 1-2 Wagons with banners on the front and back with a chest or two inside.


 * 2-6 Horses/Ponies in a fenced in area or blocked in by leaves/grass.2017-09-01_15.52.20.png


 * A campfire and seat.


 * 2-6 normal citizens, 1-2 merchants, and 0-1 smiths.

Bandit Camps
Bandits camps will be pretty self explanatory. Bandits won't have mounts like the merchants however.

Bandit Camps will/can contain the following however


 * 1-3 Tents each with a straw bed in them, with a possibilty of a chest with coins/silver, food.


 * 2-5 Bandits.


 * A campfire.


 * Possibly some basic type of trap/barrier around the camp.

Water Source
Water sources can be anything with water including: wells, rivers, creeks, lakes, ponds, puddles. Sometimes, (depending on the water source) there may be a reed basket neat the water with oddments: wood, string, fishing rod, leather.

Biomes
This list is mostly exclusions and the chance of trails spawning. I would hope that its possible to have trails spawn more commonly by roads but I'm not sure how hard that may be to code. Also if a biome isn't mentioned it would likely be Uncommon spawning. Also biomes mentioned also go for sub-biomes and fiefdoms.

Common Spawning (in relativity of course): Bree-land, Eriador, Dale, Wilderland, Lindon, Anduin, Dunland, Gondor, Near Harad Fertile.

Uncommon Spawning: Minhiriath, Enedwaith, Dorwinion, Iron Hills, Rhudel, Near Harad Bushland.

Rare Spawning: Shire, Emyn Muil, Near Harad Riverbank, Grey Mountains, Eregion.

Thoughts
If bandits don't spawn in a biome or if merchants don't spawn in a biome; the trails will not spawn camps for the corresponding biome.

Sometimes isntead of a trail spawning nothing, it will lead to ruins or something that is already added by the mod that randomly spawns. This will also possibly lead to a herd of animals as well. If you think something should be changed or fixed please comment below.

If you like this suggestion I appreciate your time in reading it. 