I haven't watched this Q&A to hear all of the details, nor do I care to at this point because I am astonished at the decision. This has almost single handedly snuffed out the flame of my passion for CoE.
A passion that was born for a game based on realism, player choice, endless customisation and playing the way we WANT to play.
This decision destroys the very foundation of what I was led to believe this game was about.
By forcing a Kingdom to be made up entirely of one or two Tribes, you are forcing the player base to make a decision:
Retain their loyalties and potentially give up their dreams of playing as a certain Tribe, possibly altering over a years worth of planning for some;
OR
Discard their loyalties, fracturing entire Kingdoms so that they can pursue the Tribe that they wish to play as.
Now you might think; "choosing a tribe isn't that big of a deal."
I am telling you, it is.
Not only does each tribe have different aesthetics but they also have different "skill ramps". Things that they are naturally better at, which, directly relate to the kinds of activities that we as players, wish to pursue.
If my King chooses the Janoa, when I have been planning to be a Smith and pursue metallurgy, then my plans pretty much fall to pieces.
I pledged to Weaponmaster specifically to benefit my Guild.
I was given my somewhat substantial amount of Guild Tokens from various members of my Kingdom and Guild based on what the vision for The Wyrmberg is.
If my Kingdom was chosen to be Janoa at this point, who do not naturally work with metals, at all... and by association of Tribes working with what is available, ores will either be non-existent or scarce at best within the Biome.
So I am given a further choice in this LOSE/LOSE situation. I either:
Change the plans for my Guild, making the money that essentially strangers spent on Guild Tokens for me, a complete waste;
OR
Abandon my Kingdom, still making their spend, a complete waste.
I am forced to let others down, in both scenarios, or let myself down and change everything and just accept the wasted time and excitement that has been building for nothing.
And I don't believe that I am the only person who see's all of this as a MAJOR issue nor that I am the only one with some very tough choices to make.
Personally, aesthetically I wish to play as a taller character, not a Dwarf and as far as passives go, a tribe that has experience working with metals and smithing.
I accept that I can't have everything that I want. I am perfectly okay with that.
However, taking away ALL of our choice is NOT OKAY.
Biomes are set, but to take away our choice of Tribe on top of that is ridiculous. I could at least import the ores if Janoa were chosen, and continue with my plans if I retained some choice in the Tribe I played as.
Posted By Caspian at 4:59 PM - Tue Jun 20 2017
As for why not all 12, it's mostly a matter of logistics. Remember that our world has biomes based on weather patterns. To support all 12 would require we have all biomes, which would require a huge range of latitudes and would ultimately force all starting continents to be a tall, thin continent.
My solution for this issue of the starting continent only having 8 tribes is simple:
Immigrants
It has been stated that each Tribe has a passive bonus benefiting them within their home Biome.
It was also stated, that after a time, we could acclimatise to our new environment, altering that passive.
Immigration ticks all of the boxes while keeping players happy.
Realistic solution? Tick.
Retains player choice? Tick.
Allows for further customisation? Tick.
Allows players to play the way they want? Tick.
Doesn't detract from any other experience? Tick.
Opens the way for further story elements? Tick.
Immigration exists. Elyria is not just blinked into existence the moment Exposition starts.
NPCs are able to make choices and move freely to new locations, as per the Fame and Reputation systems and backed up by the description of the Village Tokens.
It is not a stretch, that SOME NPCs could have migrated throughout history before we start.
It allows us to choose characters, based on what we actually want to do, or for what we believe actually represents us.
It allows for further customisation and stops the world feeling bland with everybody looking the same short of gear. The thought of the resulting gene pool disgusts me.
It allows for players to actually pursue the activities that they want, in the way that they want.
It doesn't take away from any other experience. Immigration even bypasses Caspian's worry of "tall and thin continents".
It increases possible story elements, such as persecution against a player that may have chosen to be a particular Tribe, and settled within an "enemy tribes" territory. This could also result in further conflicts.
But for realism sake and adhering to current game mechanics.
I put forth that all 8 Tribes are available, all over the starting continent. With sea-travel not discovered, it makes no sense for the excluded 4, to suddenly have emigrated without the means.
However, Primary and Secondary Tribes are still prominent within their home Biomes.
The remaining 6-7 Tribes that are not natural for the Kingdom, can be scattered throughout in a much smaller population. For example, 15% of the total Kingdom population being made up of those Tribes.
This affords players the CHANCE to play as a Tribe that they want, pursuing the activities that they want, how they want with the loss of a home biome passive and possibly even some detrimental side effects for being within a Biome that isn't natural for them.
I am all for having consequences for choosing a Tribe that doesn't belong but do not give us an ultimatum or take away our choice.
I sincerely hope you take this into consideration and give it some thought.
If anyone has thoughts on why this wouldn't work, please voice them and I will happily discuss and try to put concerns regarding it to rest.
-EDITED- "Brudvir" changed to "Janoa". I got my Tribes mixed up.