Idea collection

I’ve seen a lot great ideas in this forum already and had many own. So these won’t get lost, why not make an extensible list ? Might be easier for developers also to minitor.
So if you have additional ideas, just answer here and I’ll add them to the appropriate categories. On holiday for the next 2 weeks, but will update after.

UI

  • modifier key for straight road building
  • popup windows off-screen, save window positions
  • key to hide trees
  • mass assign high priority
  • overview of built buildings
  • zoom out more, ability to see whole map (minimap?)
  • hotkey to show building names
  • overview of production queues
  • notify if building upgrades are available
  • Q/E map rotation
  • show number of free workers
  • display need of shoes, baskets, clothing, soap, luxury
  • rotate camaera in all directions (up and down)
  • notice for empty resources
  • option to disable edge pan and speedup keyboard panning
  • additional heatmaps for health, education, water distribution, …
  • notice if a building is low on resources
  • Auto rotation snap towards road unless you click TAB(rotation) might be a nice feature.
  • change difficulty, peaceful checkbox, … in running game.
  • Display demand for food, luxury, … on an extra page. Current low food warnings don’t show whats missing

Resources

  • add quarry, as stone is a very limited resource
  • Add oil as a resource? (maintenance of heavy tools, fire arrows, lighting, cooking…) Extraction: sunflower crop, Olive tree, tallow…
  • Search for resources, display/hide special resources
  • use fast spoiling food first, if not needed for drying or conservation

Trading

  • add basic resources to every trader (stone, wood, sand, cows !!)
  • notify on merchant arrival
  • trade with other settlements, ability to send caravans actively
  • send a wishlist to traders for extra money
  • more merchants in every season, maybe seasonal goods

Buildings

  • more entertainment (library, circus, baths, …)
  • add chickens (eggs), sheep (wool), goats, pigs to farm
  • limit production, if idle look for other work to do
  • Nightsoil composter should have a second worker and/or upgrade
  • crop fields of any size
  • merge idle foragers/farmers during winter with worker pool
  • copy/paste crop farm plan or make a configuration saveable
  • have markets distribute clothing (and other non food housing needs) or implement another service building for these
  • Add Stable building to grow up Horses and donkeys (donkeys tier 1 for transporting, horses tier 2 for transporting, and add mounted knights?
    Horses also can be used for a faster explorer if avaible)
  • Research center to unlock high tier weapons/armour, producton resources new technologies
  • more complex and less linear upgrade tier system
  • relocate town center
  • remove structural integrity loss or implement it a different way.
    • monthly upkeep like for other buildings ?
    • % loss every year or after x years
    • priority repair
  • Adding coffee and/or tea as an altrernative to beer in Taverns
  • button to find assigned zone of building
  • repair with priority
  • display running costs in a separate window

Housing

  • attractiveness not only by buildings, gardens but also by health, birthrate, education

Storage

  • check/uncheck option for whole categories
  • copy/paste storage config

Defense

  • archers on walls
  • add den of bandist as there’s one for wolves. If you win the fight no more raiders for x years …
  • priority on better weapons/armor for soldiers
  • define routes for guards

Transportation

  • add different types of transportaion (carts, horse carriage, oxcart, …)
  • define routes from one storage to another
  • set priorities for delivery
  • optimize supply chains

General

  • bridges, boats
  • better terraforming
  • plant herbs, berries, salad and trees (for harvesting, not decoration)
  • increase working area of rat catcher
  • Add options in advanced settings to make amount of each resource editable.
  • Firewood replacement (charcoal, better isolated homes, …)
  • add lifecyle for villagers (from birth to death), display ages, different tasks for each age range.
  • Add festivity Events: Increase happiness temporarily in exchange for some resources
  • ability to buy experts (teachers, military, …)
  • ajustable taxes (people might get angry and refuse to work or stop working if taxes are too high)
  • special scout units with weapons and shields
  • A way to make inahbitants aggressive towards nearby raiders would be great (if they carry a weapon)
  • small villages with own town center, storage, housing … which could be merged into a big city during later game.

School

  • train specific professions (better farmes, smiths, …)
  • more teachers, different classes, upgrades (college, university)
6 Likes

Great stuff. I’d also like better road building mechanics. For some reason it has trouble making 90 degree turns sometimes, because the road insists on curving and is therefore “blocked” by nearby buildings. Making narrow roads with buildings on all sides have been impossible a couple of times for me.

Also, maybe it’s just my inexperience, but I’m sometimes at a loss at how something works. For example, the cart maker apparently makes carts for transport. The worker makes one cart, then proceeds to drive the cart around herself. So if I want more carts, I have to build more cart makers?
The temporary shelter is another example, it says generally what the purpose of the building is, but not how to use it optimally. How close should it be? Can anyone use them or do I assign workers to them?
Maybe a wiki or more intuitive in-game menus, I don’t know.

Ability to set yearly production limits. If I want my windmill to only make 200 flour per year, I should be able to set that then after hitting their limit they go idle. I constantly have to toggle the building on and off in the early game so I don’t have them make a shitton of flour, and the baker to make it all into bread… which then spoils, leaving my people hungry and my cows hungry. If he made 200 flour, then the baker could only make enough bread that it won’t spoil, and my cows will have enough food for the winter.

Even better if I could set a monthly production limit, so that the baker isn’t making all the bread the instant flour is available, and it’s all ruined by time people are actually hungry. Sure, you then have to manage that limit later, but it’s better than constantly toggling it every few months in the year. Instead you may have to do it every 50 to 100 population increase. And the worst case is you run low on food and see it so you can bump it up, which is better than burning through all of it and then running out.

It would make production of things using iron ingots and other resources easier to control as well. So I don’t have my fletcher turning all my logs into 5000 arrows…

idk. im tired to be out of stone 24/7. had 300 pop village. im done till (if) next patch add stone quarry thx. great game love it.

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