Or how about having an Asian, African or American-based tribe?
That would be good. In my opinion better than second barbarians
Or what about fantasy tribes? Elves, dwarfs and so on?
Since you're aiming for specific Frisian elements, any ideas to have a Watt product in there that's a bit more distinctive than a fish farm?
A Watt product? Watt worm farm? :D
And how about having some sheep?
Well... How not messing them up with the wild sheeps?
And personnaly I don't think there is any problem in having too many tribes.
Well, as there are only 3 tribes, "too many tribes" is very far away
Most strategic games aren't perfectly balanced anyway.
Yes. And in Widelands: Balancing is extremely map-dependent anyway. And win-condition-dependent. So I think you always have to choose the right tribe. Balancing means here, maybe: It should not be always the same tribe which is perfect for every match, and no tribe should be without any chance at all matches. If I'm not mistaken.
And a lot of them have a lot of tribes (like age of empire)
Yes. And that is more interesting than only 3 tribes... I don't know if AoE has too many "tribes" or not, but I know Age of Mythology where you could once choose 12 different "tribes" and I think that this was not too much, not at all.
One reason why I am so interested in the Northmen is that they can be seen as having inherited old Friesian culture. This is one thing that is very important for me.
I have written a description of their economy based on the wiki with a number of changes. As WorldSaviour remarked, balancing will be the hardest piece of work…
Here is the description I have written:
Houses are built mostly out of bricks and wood.
Bricks are produced out of granite and clay. Clay is produced out of water and earth.
Water is mined in wells, wood is cut by woodcutters. Earth is taken out of the ground
by a Mud Mine and processed with water into clay at a Clay Burner´s House.
I see some possibilities for a Mud mine. It could be a mine which doesn't need ressources. And it could be a mine which could be placed on normal area. Or placed only on mining areas. Or placed on both...
Trees are replenished by foresters. Granite is cut out of rocks by a stonemason at a quarry.
All houses must have Reet (I don´t know the English word; Reet is similar to thatch reed, but a different ware!) for the roofs.
Reet is produced at a Reet Farm. (Reet replaces the leather of the wiki page; very important detail for me).
Meat and fish are finite resources that can be obtained by a Hunter or Fisher. They must be smoked in a Tannery using logs.
As two tribes don't use smokeries, and one uses it, it makes sense that tribe number 4 also uses smokeries
An Aqua Farm needs water nearby and always produces fresh fish (like imperial piggery for meat, but cheaper).
There is a grain farm that grows a slow-growing kind of grain that can survive the harsh climate.
Slow-growing could mean that the farms need more space, but it doesn't mean that they are producing slower... Well, it's a nice idea.
Grain is used for bread and beer. Bee-keepers keep bees and produce honey. Bees need grain fields or trees nearby.
A bakery bakes bread out of a little grain and lots of water.
Why should their bread be so watery?
The enhanced form Sweetbread Bakery additionally produces
Sweet bread out of grain, water and honey.
A brewery produces beer and in its enhanced from additionally mead.
Beer and mead are exactly as expensive as bread and sweet bread.
Mines come in 2 levels: Normal and Deep. A normal mine needs rations, which are produced in a tavern.
Tavern and "smokery"? Ouh... I consider smokeries as the "atlantean taverns", but okay, that is not really important now
A ration needs: 1×(smoked fish OR smoked meat OR bread) AND 1×beer.
A deep mine needs meals, produced in a drinking hall.
The meal costs: 1×(smoked fish OR smoked meat) AND 1×sweet bread AND 1×mead.
Normal mines consume 1 ration and produce 2×coal/1×iron_ore/1×gold_ore. The chance of an empty mine is 5%.
Deep mines consume 1 meal and produce 3×coal/1×iron_ore/2×gold_ore. The chance of an empty mine is 10%.
I wonder how they want to compensate those crappy mines
If a mining range would be 3, that would be interesting
There is a reindeer farm. Reindeers are bread both as carriers and because they yield furs for clothing.
I also thought about second carriers which are useful for something else But how not messing them up with wild reindeers?
A weaving mill turns furs into cloth (for ships) and fur cloth.
A seamstress equips fur cloths with iron to produce Silver Fur Cloths.
A master seamstress can equip Silver Fur Cloths with gold to produce Golden Fur Cloths.
The soldiers are called warriors. Their max training is: attack 6, health 4, evade 0, defense 0.
Then, atlanteans would be the only tribe with defense, which would look a little bit weird. And don't forget that evade is not that unimportant for the fighting system
They are equipped in a barracks and trained in a Trainingcamp by a trainer.
Their equipment is an Ax and a Fur Cloth.
Axes again? Don't you also think that the game lacks swords?
The upgrade equipment is: Broad Ax, Bronze Ax, Double Ax, War Ax, 2 Double Axes, 2 War Axes.
(The stronger soldiers carry two axes at once). Life training: Helmet, Silver Fur cloth, Golden Helmet, Golden Fur Cloth.
Only one trainingscamp for eight wares? Interesting...