Concerns and Improvements

Good evening friends. This is just a small collection of things that have annoyed me and felt missing.

Storage carts - These need some way to manually load and unload material. Even if it requires village folks to do, stuff often gets stuck on the carts because of resource bottlenecks or other factors. These would be wonderful for large expansions if I could pre-load them with building materials.

Water integrations - Right now water is an obstacle with bonus fish. Ideally they would be resource hubs. Water in general needs expanded from coastlines, seaside starts, small transport boats, large barges for heavy resources, bridges, waterwheels, docks and pier based trading port, the works.
Starting with the most obvious pain points would be ideal though. Right now islands can form and the resources on them are off limits. Lakes often times completely cut off large sections of the map without an extensive trip around. Villages and walls coming into contact with water often leave an undesirable gap. Being able to build up a shore line with masonry as a ‘waterfront’ district would be a good start, and allow walls to be built into the water a ways to prevent going around. You can look at Scaliger castle for inspiration there.
You already know about rivers and the like so I shall not harp on them.
Water resources should also have a farmable aspect. Fish farms to ensure healthy stocks, wetlands being able to be created to grow medicine and whicker.

Mountain/Hill integration - Largely the same as the water replaced with ore. Once you learn how to use the flatten tool to its fullest it gets better, but these still feel like negatives. I think it could be improved a few ways. Watch towers on top of the mountain should have an absurd view radius. Water should be more plentiful at the base and valleys. Building your city ON a mountain is largely a huge negative and its sad, it would be an ideal place to defend but the slopes are a problem for building, even a small degree of slope is enough to make building anything impossible. Ideally buildings would be more robust and fill dirt/stone foundations would make mountain villages and castles possible. I think combined with a water update these would be more useful as waterfalls could power many a wheel.

Work related buildings - Buildings such as the hunter’s cabins, weavers, cobblers, ect, should provide housing for the worker. Living in a separate building from that which you work in is a rather recent invention. While the sawmill and a few other buildings should remain un-lived in I think adding an attached house could open up new opportunities since it would require some level of desirability planning for industrial zone buildings as well as the in-between producers. Being able to reliably upgrade a farmer’s house would also be nice. Having them live next to their field is both accurate and convenient.

Gathering circles - The ‘gather here’ circles on the hunter/gatherer/fish/ect should be reworked into a selectable zone. On certain maps resources are very far apart and you have to constantly babysit every building to move the circle around. Being able to just designate a general area to hit all your resources would be more ideal, this could open up the ability to assign more workers to these buildings so their foraging routes are more efficient.
Hunters should also have a toggle weather they hunt ‘predators’ like boars or not. Right now telling me there’s a boar sighted is about as useful as the wolf den marker since I will not be manually attacking them.

Crops and general harvesting - Crop rotations and the like are nice, rather unique mechanic. However I would like the ability to plant more perennial plants that do not require constant replanting. The arborists is a nice start but that only covers fruit. There are many perennial plants in many biomes. Kale, Garlic, Potatoes, Spinach, the list goes on. I would also add herbs and nuts to this. These would of course require constant composting so they don’t deplete the soil or die out, and overharvesting should can be detrimental to some crops, and replanting/initial planting may require a few years before they start producing. While this does lesson the usefulness of the foragers, I do not think it would entirely supplant them.

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