Feedback for game

Just a few more versions and the game will officially end its early access phase. I hope you will consider the following issues to make the game perfect.

I will skip the issues that have been mentioned by too many people to focus on the remaining issues.

1. Trading post

I put this issue first because it is a very serious problem.

Merchants are like charities bringing gold and cheap merchandise to the settlement.

It is pointless for 2 merchants and 1 person wants to buy, 1 person wants to sell for the same item for gamers to buy and sell at the same time.

This needs to be eliminated, at least in medium and hard mode. You need to invest to buy merchandise and wait for other merchants to have demand next year.

I suggest that in hard mode, merchants will always buy cheap and sell expensive, limiting the sale of raw resources. This will increase the attractiveness and survival of the game.

One more problem. I don’t know if it is a feature of the game or you forgot. You have built a great system of expiration dates for merchandise. However, the goods in the Trading post do not follow this system. This is absurd.

In addition, the capacity of the Trading post merchandise must also be limited like a warehouse. The amount of gold in the Trading post must also be limited like a Vault

2. Merchants’ ability to transport villagers and especially Wagon Shop

I know you have set the minimum and maximum limits for warehouses. But that is not enough.

Even with that, there are still situations where villagers travel kilometers just to transport a piece of coal or something similar.

Wagon Shop is not much better.

As a result, factories, or especially remote mines, have a 100% transport time. This is unacceptable.

I suggest you build a feature to set the Wagon Shop’s travel route: to which buildings, how much to import and export. This is similar to Anno 1503 for example.

3. The intelligence of villagers and soldiers in raids

Even when the alarm bell is rung in the Town Center, villagers still rush into the enemy formation or run away too late and get shot by archers.

I suggest: the danger warning range of villagers > the range of archers. As soon as they are in danger, the villagers will immediately run back home until the bell stops ringing.

I don’t know if I’m bad at controlling soldiers, but these soldiers are really stupid. If they are not in Barracks or Lookout Towers, archers only kill enemies when they are assigned targets. Meanwhile, infantry and cavalry are too aggressive, always ready to rush into enemies they detect.
I suggest: set the feature to kill any enemy in the range of the archers. Meanwhile, infantry and cavalry will tend to attack in formation.

4. Plague

We are in a survival game with a medieval setting but the plague is too easy to extinguish when there are enough hospitals and medicine. This is not good at all. Look at the covid pandemic, even with the vaccine, there are still many deaths.

My suggestion: Diseases occur more frequently, the rate of spread is higher and faster. Especially with the hard mode: the rate of spread of infectious diseases such as plague, smallpox will increase to at least 90% in 1 month, if the amount of medicine meets the needs of all patients, the death rate will still be 5%.

This will increase the appeal of the game, reduce the population ~ reduce lag with settlements with too large populations.

5. Pub

I won’t mention the harmful effects of alcohol in this game because too many people have said it.

On the contrary, I find it very interesting for a survival game.

I suggest: in hard mode: alcohol will become a necessity like food and luxury items. If not provided enough, the villagers will be dissatisfied and leave. Especially in winter, they have worked hard for 9 months, so why not let them have fun together in the pub for 1-3 months?

They may neglect their work or even kill each other but this is a survival game?

6. Theater

The mechanics are still a bit simple. I want it to be more interesting.

My suggestion: add a singer/actress profession to the theater. In return, people will have to buy tickets and increase the settlement’s income a bit.

Same with Festival Pole

7. Library

What is the use of the library other than leveling up the residents’ houses to level 5?

I suggest: increase the efficiency of the residents who read books.

8. Agriculture

I think: the productivity in the game is too high, while crop diseases and natural disasters are too mild.

I propose: In hard mode, the incidence and spread of diseases are 3 times higher than the current one. Natural disasters occur more frequently and cause greater damage: 50-100% of agricultural productivity. Only when the crop fails severely, the role of long-term storage foods such as wheat, cheese, etc. can be shown.

In addition, the storage time of beans must be reduced to 12 months because the current one is too long.

9. Smokehouse

I’m quite tired of them traveling kilometers just to get 1 piece of meat / 1 fish.

My suggestion: Smokehouse will only get ingredients from facilities, warehouses within a certain range like Rat Catcher

10. Barn, Goat Barn, Chicken Coop

If you want your people to reproduce faster or if you want more immigrants, you must have a lot of food in the settlement. But this means that every year a huge amount of food will spoil and be thrown away.

It is not normal to waste food like that to survive in the Middle Ages

I suggest: Partially spoiled food will be used for Barn, Goat Barn, Chicken Coop, if completely spoiled it will become fertilizer.

11. Weapons, Armor of Killed Raiders

At the end of the game, the resource mines will gradually run out, especially iron. I know there are Trading posts and deep mines, but these cannot meet the needs of super-large-scale settlements.

My suggestion: villagers can collect weapons, armor of killed raiders to make scrap and iron.

In addition, I would like to have a feature for villagers to dig mass graves for raiders. It would be funny if their corpses suddenly disappeared without leaving any trace. If not cleaned up, they could become a source of disease.

12. Catapults and Rams

Why do raiders have these and villagers don’t?

My suggestion: Weapons Workshop can make them.

On hard mode: bigger bandit camps, more raiders, thicker Palisade Wall

13. Leveling the terrain

Currently, this tool is too easy to create impregnable walls. It takes a bit of time to create a “great wall” that extends to the edge of the map. Some players are taking advantage of this feature to combine it with the fact that raiders can only appear in locations on the map that are not covered by fog / darkness.

I suggest:

  • Leveling the terrain follows the principle: total excavated soil and rock = total filled soil and rock. It is absurd that with just 1 Palisade Gate and a few workers, you can magically create tons of soil and rock to create an impregnable soil and rock wall that is tens of meters high.

  • Raiders can attack the settlement from any location on the edge of the map.

14. Wall

It’s boring to build 3-4 layers of walls

I suggest: add a tier 3 wall. Higher, 2 times stronger than tier 2

15. Raiders’ attack

I find the raiders too stupid and not difficult enough.

I suggest:

  • The raiders attack in the following formation: half stick to the rams and half stick to the catapuls until there are no more walls in sight.

  • They will loot anything in sight, whether it’s in the warehouse or in other buildings. When a robber gets what they want, they immediately run away (maximum cargo weight 1 robber can carry is 100 units)

  • Once they haven’t looted anything, the rest will attack to the death without retreating.

  • The catapuls have a range that reaches all mountain tops. Players who are hiding in the mountains to set up their bases will no longer lie around and laugh at the stupid bandits who are being shot by tons of arrows from their high-rise bases.

16. Finally: The Perfect Ending of the Game

I beg you to give us a chance to destroy the cowardly, greedy nobles who are hiding behind the walls and enjoying what they have stolen from the poor people.

My suggestion: At the edge of the map (where the high mountains are) there is a marked location. At this place, the player will have to dig up the mountain and open a gate leading to the stronghold of the nobles.

After that, the player will have to build a huge barracks that requires a lot of resources. After the construction is completed, the player needs to activate a button in this building, after 3 months from the activation time, the soldiers within the building will be transferred to liberate the homeland that the miserable people had to leave.

A video is shown (like the beginning of the game). Long lines of brave, excited soldiers marching towards their homeland.

The game is transferred to a new map / special dungeon: All soldiers stand in front of the enemy’s stronghold so that the player can attack them (like attacking bandit camps). The enemy has 9 layers of walls + 3,000 soldiers

If all enemies are destroyed: A new video is shown with the scene of people holding flowers waving to the army marching to liberate their homeland, the fat nobles who were dragged away to be hanged despite kneeling down and crying and begging. Fast forward in time, all the people live happily and well. Game over

In case the attack fails, you can retreat to the settlement using the reverse mechanism.

I agree with 2, 6, 7, 9, 10, 11, 14, 16.

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