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)