- Clear Tool: Include Fruit Trees
- Support Ctrl/Shift+click on +/- buttons on all buildings (mines, factories etc.)
- Crop Field: limit Farmers numbers (similar to production buildings “Occupancy” section)
- Crop Field: “Field Maintanance” job stretch or squeeze to fill available space (?) influencing Field more or less
- Crop Field: Copy+Paste between fields setup (and manually shift the Rotations up/down)
- Crop Field: selectable Rotations number (instead of fixed 3)
- Notifications: Report what illness was it for “Villager succumbed to illness…”
- Notifications: Wild Boar attack notification only when it’s really attacking (not when he is frightened)
- Notifications: alert when folks are getting hurt (pub brawl, hunger, wild animals…)
- Notifications: option to mute sound of selected notifications
- Desirability affecting Buildings: show AOE circle (like eg. Market does)
- Moved buildings: Preserve work areas (?)
- Storages: laborers move items to another Storage after un-checking item type
- Walls: unpassable edges (walls connected to high ground)
- Walls: health bar like Gates
- Trading: implement “max possible Buy/Sell” mechanics (limited by available gold on either of trading sides)
- Trading: items for items mechanics (+ gold supplement for price difference)
- Trading: excess production above set number go to Trading post (instead of current “Keep Stock” mechanics?)
- Trading: log (pretty one, with icons and such)
- Flatten Tool and Road build Tool: when dragging just lock it with max limit size (green) when over-dragged instead of denying whole build (red)
- Build Site: always display what’s building (eg. no info Fruit trees)
- Menu of Buildings: produced Resource icons in corner of pictures (similar to Resource icons on Mines pictures)
- Combat: Hunter shouldn’t start running away when wounded Bear starts running away (?)
- Barracks window: “Back to Barracks” button (like on Combat Flag)
- Barracks and Towers: alert mode (prevent leaving for seeking food etc.)
- Barracks and Towers: separate unit state “Garrisoning” from actual “On Post” (or something similar)
- Soldiers: don’t abandon “Seeking for weapons” before meeting at Combat Flag (arm first)
- Soldiers: toggle hold position on Combat Flag
- Units: support path queue (Shift + sequential clicks)
- Producing Buildings: display last Consumed Resources similar to “Items Produced in the last year”
- Producing Buildings: include disable time in Details->State Breakdown
- Keyboard: Units/Buildings control groups
- Keyboard: key shortcut for Cobbled Road (same key as Dirt Road + Shift)
- Keyboard: keys for “Speed Up” and “Down” instead of current selection of predefined speeds (2 keys instead of 4)
- Selection of units: support Shift key to add to currently selected units (both rectangle-select and click-select)
- Selection of units: method to rectangle-select non-military units separately
- Selection of units: separate Guards from civilians when rectangle-selecting (especially those in Towers)
- Interface: remember windows positions
- Interface: display what items can’t be stored in notification “Villagers are unable to find store space…”
3 Likes
I would like to add the following, maybe I repeat:
- If possible, disable a group of notifications (for example: a child was born, the child grew up, more workers are needed, and so on)
- I would like deeper graphics settings
- Better optimization. My 1080 Ti and AMD Radeon R7 2700 get hot and hot in game
- I want to see the possibility of forcing the execution of a specific task: cut down a specific tree, remove a stone, build a specific building that needs to be done right now
- More map generation options. Looks a little silly right now. One map is rich with all the resources, but it’s better to do it: mountains, winter, drought, and so on, so that there are a lot of resources, but the conditions are tougher.
- AI is a little weird sometimes
- Often there are small delays and friezes. For a couple of seconds, but still. Seen in many playing friends
Thats quite… off-topic. You should start new thread.
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