Just some things that came to mind during my playtime
storage:
- check/uncheck option for whole categories
- copy/paste storage config
construction:
- prioritizing doesn’t affect needed resources; workers run of to do other stuff even when resource is missing from (essential) construction (e.g. stone for water-well)
- when building intersection on roads these intersections do not seperate the road entity (e.g cutting it in smaller parts); this becomes a problem when the long road is deleted as it deletes the whole road even if intersections created later would suggest a different behaviuor (only deleting the road to next intersection)
resource gathering filter:
- option for dead trees
farmers:
- maybe let farmers move to fields early; let them arrive when planting becomes possible after winter otherwise they tend to arrive too late for first couple of segments
- move stocking tasks to winter; if too complex technically let them pool into the workers pool during these times;
- have maintanence be able to go into winter (use all available slot space) even if it cannot be performed completly;
job allocation panel:
- worker/builder allocation lock the number of peoople to this profession; or remove destinction between the two, currently doesn’t feel like my choice has consequences (e.g. having 12 workers and 0 builders when 5 builders wanted)
- possibility to influence priority of workers; currently if say wood is missing for the sawmill they run of to mine some stone
- possibility to change the number of peoople working in a given workshop (e.g. sawmill) within possible min/combined-max-of-all-workshops not just between min/combined-max-of-adjusted-max-of-all-workshops
settler interface:
- explain reason for idling (e.g. why is market worker idling even if he could get resources currently not stocked)
housing:
- have attractiveness not be a evolution requirement; just results in a tediouse, unrealistic clutter of gardens and bushes; attractiveness could be a influence on productivity, health and birthrates (love me some good old medieval slum)
SECONDARY
trading:
- a more proactive stand on trading: ability to send caravans; would net more desired resources; could be another use for military (protection); could be a use for starting cart (and reason to build more)
- ability to comission trade; set desired amount of resource trader brings in X (next year?), pay extra
- cut out “sending stock to tradepost” step; want to set amount i have to be sold to trader, worker than starts to gather resources;
logistic:
- “Die Siedler”-style logistics prioritazation: control over who gets certain resources before others (fire wood: homes>smoker>coalproduction etc; food: homes>shelter>workplaces)
- setting a minimum stock for resources (e.g. firewood) only end-consumer (settler homes) have access to; or ability to set desired stock in markets and them beeing prioritized
- ability to set storage behavioure in storages/markets (like factorio logistic network chests): producer ships it to nearest storage (which can be set to be supplier); dedicated workforce move resources to demanding storages(markets, storages in town center)
terraforming tool:
- 3 different tools: 1. lower maximum elevation of selected area by one (eg. if used continuesly it will become a flat surface with the height of the lowest starting elevation of that area; after that whole area moves down by one)
2. raise maximum elevation of selected area by one (sames as before in different direction)
3. smooth surface; currently it is not apperent why tool doesn’t enforce the result to be a buildable area - (water) motes; srsly, a medieval city builder without motes?
lakes/streams:
- boats: fishing, trading, logistic(?), raiders(?) could all be enhanced with boats; all the bodies of water are free real-estate
basic resources (i know some of these points are being requested regularly )
- forester, even the loading screen shows one on the bottom right
- underground mines; mountains have a use finally
- colltector to be able to collect branches in forest areas as substitute for missing reed(?) nodes for baskets
markets:
- have markets distribute clothing (and other non food housing needs) or implement another service building for these