I understand that Villagers should be protected by the player, but the way it is as of now isn't that fun. If this is to be a thing, the following needs to happen:
1. Each village starts with at least 1 iron golem as aid for both the villagers and the player.
2. Zombie sieges (or other similar events to be implemented in the future) should be the only events in which villagers should die without player aid, and the whole event of a zombie siege should be better communicated to the player.
This may be what Minecraft is to you, but it isn't the same game to everybody. Many people play it in many different ways. That's part of why it has been so successful. Also, I don't see how this is any more "thinking financially" than trading with Villagers yourself- this is merely an extent to that mechanic to player-player interactions and a purpose/use for the Nitwit.
I'm going to skip the nice instructions and get straight into my challenge. So, let's begin!
This challenge begins with loading up a normal world- no mods and resource packs are required. Also, make sure that this is a random seed- DO NOT CHOOSE A SEED YOU KNOW IS AWESOME. Half of this challenge is about not knowing what you're getting into.
In a nutshell, the challenge is that you load a random world, find a list on the internet or anywhere you can find it, and go down the list, building each thing and trying to find a good environment for it. When you finish the challenge, your world will almost be like an amusement park.
Beginning of a List:
A snowman hotel -interpret this anyway you like-
A factory doubled as a treehouse
A ship-wrecked schooner
A vortex sucking up the world around it
A swamp lab
Anything that reaches the build height limit. ANYTHING.
A peaceful looking cottage -but it's not so serene if you look around...
A reincarnation of your house
A naval base
A torture chamber
A network of spider nest cavesAnd so on...
Please reply with whether you think this idea is good and might do it and you can also add on to the list. Be creative and try not to be to specific.