Feedback - grab a beer

First of all I feel kudos must be given for a great game, usually I get bored of these games quickly, but I must admit this one is addictive. Great work.

Context, I’m on my first play through, yr 117 pop 700, entire map explored. 62hrs played

[ ] Wheel burrow upgrades to industry / market buildings to increase carry. Upgrade from baskets. Villagers use it for waste / removing the dead / trade centre / getting the patients already.

[ ] Time to reload trader exceptionally long, up to a week? Should get from storage, I’ve watched them get from the market instead.

[ ] A tweak on the maintenance, seems you get a lot of maintenance at one time and is almost as expensive as building new building. Maybe a more frequent activity that is a lot cheaper. Also being able to prioritise work, setup like building / upgrading.

[ ] Include a stall, smaller version of market, villagers have to get food from there. I’ve noticed they clean out my orchard or take straight from smoke houses, cabins etc. This would help with villagers wandering off to weird places ‘seeking food’.

[ ] Targeted trade routes. Assign a wagon to a close timber source but two to a further stone quarry source. Or im running low on sand, all wagons to the sand pits. Also allow for two way trips, food / cabin supplies out, eith resource coming back.

[ ] Possibly allow villages to hitch a ride on wagon and restrict distance villagers can walk. I hate seeing a villagers walking back into town with 3 clay after having walked to one of my distance mines.

[ ] Have towers stocked with bows and arrows, rather than have the villagers carrying them. Nothing worse than having an incoming raid, trying to get defences up to have them go looking for weapons.

[ ] Possibly have guard stocks at gates, that way any villagers leaving town can collect weapons from there before leaving safety.

[ ] Enable upgrading stone walls to garrisoned walls with battlements, to allow for villagers to help with city defence.

[ ] Early warning raid mechanic, maybe signal fires that allow for your city to prepare for incoming raider attack.

[ ] Desirability information- what effects are currently on the dwelling? That way I can make informed decisions on what to try to include in the neighbourhood, without selecting each building and hovering it around to see effects.

[ ] Have compost workers set up like rat catchers, so you can target their work area. Allows for better productivity.

[ ] Much bugger maps.

[ ] Being able to trade cattle / livestock.

[ ] There should be a reusable aspect to the glass jars for preserved food. Possibly with a breakage/shrinkage allowance. But im pretty sure these weren’t a one use kind of resource.

[ ] Make walls able to prioritised as a set, rather than each individual piece.

Im sure there’s more, and a couple I want to test before mentioning.

But awesome work with the game.

Cheers,
J

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