Changes needed in my opinion

Hi all.

I will update this topic while playing the game.

  1. Dogs and cats use too much food for not doing enough. The needed food should be at least halved. Dev implemented a new problem and implemented a solution to it - okay, that is how most games work.
  2. Ability to block usage of specific materials.
  3. Ability to cap usage of specific materials.
  4. Change to the trading post - the merchants should buy more things.
  5. Change to trading post - ability to set priority targets for the workers what to bring to trading post first.
  6. Change to trading post - when you choose an item to stock, which is an item that is being used at shelters/ temporary shelter/ hunting cabins/forager shacks, fishing shacks, and markets, the worker will run to these houses and take out these items from all of them to stock the trading post. Implement the possibility to block it, so they would only take it out from the storage buildings.
  7. Cows/goats/chickens - possibility to choose the feed between hay, root vegetables, and grain. Right now, they go to the closest one, and they take my grain instead of the furthest one with hay.
  8. Possibility to choose a hunter and click on groundhogs/foxes to kill them and to take them for leather/meat.
  9. Bear spawn - Villager should instantly run away if there is a bear in proximity. They just go to the bear to do their task and die.
  10. Fishing - very bad food source. The map should spawn with 50% more fish in the water than it is now on normal. Fishing is very bad, even with this 50% upgrade. The fishing shack should be upgraded to lvl on lvl 2 town center. Fishing boat with planks. Fishing net with flax. Less workers increased fishing output. All these changes would make fishing solid.
  11. Bread production - just wow, how ultra inefficient bread production is. The amount of workers/time/resources needed to make it is completely stupid. Bread ONLY is made by me for lvl 5 houses, because I have to do it. Perhaps 5 grains make 10 flour?
  12. Work camp - upgrade - forester camp. You can plant trees. I would want to have the replanting to increase the respawn of the deer and plants. Now it only refreshes the spawn to the starting amount on map creation.
  13. A new building that has only builders. It is annoying that laborers run like chickens through the map instead of doing what I want them to do.
  14. Skill tree - I love skill trees. Skill trees from Grim Dawn are amazing. More skill points in the skill tree, increased knowledge generation, and more impactful skill tree progression that you can specialize in early/mid into something.
  15. More description for things. Ex. Shoes - do they move quicker with shoes? Or is this only about happiness? Soap - does it remove the associated sickness completely or reduces by a specific %? The same with hide coats.
  16. Farming - even if you go down the rabbit hole. Some of the crops are very bad in comparison to others. Don’t know how to change it.
  17. Farming - soil mixture - it is such a small impact that I never use it. Once. The amount of clay/sand for the buff is terrible. And the problem is that every crop has different clay/sand usage. You upgrade one to debuff the other - I ultra dislike this kind of gameplay.
  18. Farming - if you have fields on different parts of the map, then all farmers run like retards through the whole map, instead of staying on their field where they should work. Possibility to not allow the farmers to run to different fields.
  19. Wagons - they only take care of mines, temporary shelter, and work camps. They should gather everything, instead of everyone running through the map like lemmings.
6 Likes

Welcome to the forum and welcome to the learning curve. it is a bit steep to start, but the forum has been great at answering questions and not laughing at what seems obvious to them because they have been playing so long some of them were in the early development team.

I agree with you on 6 and 7. Those ideas have been discussed in forum previously, so Devs have seen them.
I think 8 is a very interesting idea. I don’t know how well it would work for meat with such small animals, but maybe adding furs from the foxes as a luxury good?
For 9, I know " villagers need sense of self-preservation" has been discussed in relation to them going off exploring in a blizzard and also trying to collect the dead from battle fields when area is still occupied by enemy.

I would need more details on the situation for 2 and 3 before being able to offer any input there. Setting PRODUCTION caps is easy. Controlling / preventing materials from being moved or used is not a setting.

For 10, I have had cities using primarily fish for protein because the deer were so far away. If you adjust the circle on the hut for their collection area, you should be able to get well over 100% efficiency for any hut. Even without a school of fish in their area. If you build near a shoal of fish, you can get close to 200%. I have had one with a bit of land that stuck out into a lake that was 230% efficiency.

For 4 and 12, those options come open as you level up in the tech tree.
For 13, builders are currently a separate group from general laborers, but they do not have a central building. They will run from the stockyard to the construction site to get wood and stone. If you want to speed construction by shortening their run, you can use the storage cart ( covered wagon from the start of game ) to carry a supply of basic materials to your building area.
For 16 and 17 - I have been told that I micro-manage my farms too much. But there is the option to have the soil in one farm plot set up with a mixture best suited to beans and greens, and another farm plot with the soil set to be better for turnips, carrots and flax. For 18, once a field is planted, farmers will assist other farms with planting or harvest and then return to “tend” their assigned field until harvest. If this is causing problems with the assigned fields not getting harvested on time because the farmer is helping somewhere else, look at the timeline for your fields and try to stagger how many are getting planted / harvested at the same time. There are ways to put gaps in.
For 19, the wagon shops specifically transport the materials related to the stockyard. Set up multiple of those. As far as villagers running all over trying to carry other things here and there and back … that one has been discussed A LOT. So the Devs are definitely aware.

I am still relatively new to the game ( about 3 - 4 months ) and still playing in peaceful mode while I get all this economy stuff figured out. I learned TONS from reading all the old posts. I recommend that you " go back in time" and read as many posts as you can from the early part of this year. You will see questions and answers to problems you haven’t even encountered yet, discussions on strategies to try in your own game play, etc.