A Comprehensive List of Changes & Ideas

Title says it all, been writing stuff in a google doc to then transfer here when I had time to make a post. I’d also like to state that I thoroughly enjoy the hell out of this game and really love talking with the little community over here on the forums. Anyway here it is, some things I think would be good to change or add, in order of importance (IMO).

High Importance

  • Better understanding of immigration (the numbers mason, what do they mean?)
  • Find building/click on profession in profession menu and takes you to building
  • Better tutorial system for new players
  • Villagers running away from raiders sooner or all going to garisson, etc.
  • Improved immigration ratio

Medium Importance

  • Hunters getting scared of boars (fixed v0.9.1?)
  • Another way to locate resources around map
  • Known world map
  • Loot from dead raiders (half fixed in v0.9.1 with raider camps)
  • More accurate clicking when trying to select a specific building
  • Scale up traders wealth/amount of items as progress

Low Importance

  • Bridges
  • Minimap
  • Show entire estimated fertility,weed,rock gain/loss over 3 year projection
  • Better way to upgrade roads; select all, similar to defenses
  • Show amount of walls/fences about to be placed

I’ll try to keep this post updated, as to not spam section with new topics. Id also love to see other peoples ideas I havent thought of or havent really been posted here yet :slight_smile:

2 Likes

This trader scale up point made me think a bit.

  • There are external traders coming in, but what about my own trader that would travel outside and comes back with some new stuff and extra gold? Would make sense to have at least 1…3 traders that can be sent to outside missions for half a year or longer.
  • If i buy something regularly and with large amounts - it should affect this item to be available in larger quantities every year because it means creating demand in the market and investing into mining, gathering or manufacturing of this. Alternative way would be just some external-investment system that i just send 1000g in advance this year to some external town or trader and this money will be invested into getting something specific that i need. It would then increase the quantity and reduce the price of some item that traders then bring. So its like I’m building external supply chains for items that i see are missing in my land.

If we want the game to be well playable with different maps - different systems, mechanics like trader needs to be developed and fine tuned into higher level. Systems like this actually should not be too hard to develop as they would not require any new models or animation - just some 2D interface maybe with math and stuff.

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