Hi there!
First, thank you for this game, it is really well crafted game, with a well balanced complexity and attractivity! I’ve been a city builder player for 2 decades now and this is the game that put me right back in my teenager shoes, made me have throwbacks all the way back to games and hours I spent on Age of Mythology, Age of Empires, Emperor etc…
For that thank you and please continue your great work!
I’ve started playing FF about two months ago before the 0.8 update. My first map/seed/game was started before the update but did undergo the update. After this, a lot of problems arised (since the rules had changed) so I did let go that game a bit earlier that what I could have done. It was a random map choice (ended up in idyllic valley I think) with middle difficulty on everything except bandits that was set at the lowest and fauna that was at the highest (I wanted a game where I was confronted to the nature and not so much to human jealousy). These settings did give some room for error and help me see what to do/not do in a very rough way for my second game.
My second game was on alpines lakes valley, with mid difficulty on ressources, diseases and bandits and still with fauna maxed out. Wanted a more difficult scenario and it did deliver. Had a lot of luck on my seed and my start placement. I did take a lot of notes during this game about thoughts I had to enhance player experience, possible functionalities to had etc… And by the end, I had a way better understanding on waht to do to make my city develop quicker and in a more robust way.
Finally my third and last game (that I just considered “completed” an hour ago) was on arid highlands and with every difficulty item maxed out. Boy was it interesting but I still managed. Had also some major luck on my starting position I think.
And here I am, typing thousands of signs to give you feeedback. I’ll try to make organized, so it can be browsable and digestable^^! Sorry for the errors/weird formulations, I’m playing in French and even though I speak english in a daily manner, most vocabulary from this game is new for me^^.
First, thank you for some of the changes that came with the 0.8 update. Particularly the fact that villagers now live as close as possible of their work to naturally optimize travel times. In my first game, I discovered two different zones in the map that I wanted to exploit (for gold and ores/clay) and that were far from my city. They were really inefficiently exploited and implanting a second city did wreck everything in my game. same for limits of production/storage, the possibility to recycle abandonned buildings and being able to control what to store or not in storage facilites. The lack of these functionnalities was quit bugging me and not helping playability.
Here comes a mix of suggestions/propositions/reports coming for my experience for other updates and to make this game even better. Please grace yourselves^^.
To go further on the optimization of villagers living places, maybe creating a system to create multiple towncenters/towns could be an interesting feature to implement, preventing some frustration. For example, if I have an advanced outpost to extract gold ore, and it is attacked, having a town center to activate the tocsin could be a huge help ( to not have to manually move all the villagers to make them run away from the bandits). Also a way to tell the villagers to stay where I command them to go for a time would prevent them brain-farting and going back out of the city walls, right in the arms of the invaders and dying… I’ve had not so pleasant experience with attacks and 20 dead villagers at the end even though I handle the attackers quite easily. Just because of that weird behaviour the villagers have.
The storage could be quite improved:
- To optimize travel times (and everything else), each mine/work camp for example could be linked to a storage facility where the extracted material would be sent. Same for transformed goods (with the option to directly dispatch them to houses like for furniture).
- Having an option to divide between mutliple storage facilities the global stock of a certain good would be great too.
- Could it be coded an option to directly send a certain amount of a ressource from a building to another? I had multiple frustrating moments when a forge lacked a heavy tool but the foundry just next to it had one in stock. And no way to use it to restart the forge…
- Subtypes of storage could be interesting (maybe of the form of the standard storage but with pre-built forms with some type of goods already accepted of declined).
- Possibility to accept/fill/empty/keep a ressource in a storage facility would be nice (it was a key functionnality in Emperor: Rise of the Middle Kingdom) and also a way to decide a min/max value of storage would be perfect (like the functionnality added in the 0.8 for production triggering/halting).
- Having a way of knowing what is available (meaning in storage), distributed (in the houses or the manufactures) in your city would be nice too. Sometimes I am under the impression I have a lot of a ressource but when I check it’s not here because it has been dispatched and I have no way to know. Also, it would be cool to be able to remove a ressource from a house (for exemple take the furniture to send it to the trade post to be able to sell because you need cash).
More specifically, in arid highlands, I had wells that were full of mater and some completely dry, could it be implemented a way to share the water? Making the dry wells full with the water on other wells. A new building to extract water could also be added (like a water mine?), to put into caves found only in this biome.
The workforce management posible improvements:
- create a system to automatically make people that are not working become laborers, at least temporarily (particularly in case of o forge not having heavy tools anymore, or farmers in winter for example). Maybe make it an upgrade unlocked at tier4 or tier3 so the game is still management intensive but what you manage evolve during the games.
- I still don’t clearly get how the laborers/builders balance is decided. Priority has a huge impact on it for sure. Maybe I missed a tutorial?
- Having a way to get an explanation about why a villager is inactive would be great.
Thank you for the easy interface to remove people from one profession, at least it is very easy to do, just not automatic^^.
Attacks/defense and soldiers:
- The alarm isn’t heard by the villagers or in a very limited manner. An actual tocsin is heard about 2km away. And also the villagers that hear it have weird behaviours, why don’t the run away from attackers and why don’t they stay safe behind walls and go back outside, right in the bandits arms? Maybe create relay alarms, an additionnal building to activate in case of attacks, to make the tocsin ring on a wider range?
- Why can’t we salvage weapons and armors from dead bandit corpses? My soldiers drop their weapons at death and these weapons are looted by bandits but not the opoosite?
- When the alarm is ringing, the soldiers and gards should stop supply acitivities and go at their post. I’ve had defenses “sabotaged” by guards that were away even though the alarm was ringing for a long time.
- There a way to spot attackers very early by building temporary shelters all over the map that feels almost like an exploit (as I get a lot more time to organize my defenses) only because they just pass by these outposts without destroying them, attack waves after attack waves. And also these building came “see” through the fog of war.
- Maybe making the cattle a target for bandits and predators. I’ve seen very fun situations where my cattle were out the city walls, and the bandits attacked the walls without even seeing the cattle^^.
- Soldiers tend to chase way to much flying bandits at the end of an attack. Should be the case only if asked. After demobilization and a “return to the barracks” order, they should not be running the map after few run aways.
- A selection mode when the alarm is ringing to only select villagers not implicated in the defense (not like newly employed guards that are looking for weapons) would of a great help to prevent to overuse of microgestion and pause to micormanage everyone on the event of an attack^^.
- Maybe a way to be able to stock weapons and arrows in towers and barracks, waiting to a villager to be enrolled would be cool but it feels maybe a bit abusable. Maybe making it a unlockable capacity for the late game? For when attacks are stronger and more challenging? Also, being able to choose the weapons assigned for someone in towers would be cool. Each guard don’t need a sword for example and loosing time to look for one in the event of an attack makes me cringe a bit.
- Soldiers could be marching in formation for defense and for exploration for example.
- We should be able to decide what target a tower is attacking (from the innocent dear in my field to the attacker).
- A cool thing to imagine would be to have bandits that are “stealth” atfer a time, creeping in the woods to approch as close as possible to the city before attacking.
This will be the end of the first part of my suggestions, I’ll make a second post for the rest!
Thank you for reading me up to this point.
Thank you again to Crate and the devs for this beautiful game.
Regards.