First of - thank you for a great game.
It looks nice and runs well on my GTX 1660 super 20 hours in, and I’m having fun growing my cities ever larger.
I have some suggestions which are mostly qol related, and believe would bring good to the game. I tried to keep it quick and simple, so do ask if something doesn’t make sense.
Building related:
Allow fence upgrading from fence to fieldstone like you can do roads.
When a certain type of building like a fence is selected, holding SHIFT could be used to select multiple buildings of the same type and allow multiple actions done in one go, such as removing or maybe upgrading. I don’t like the clear menu with the enable/disable personally.
Single selecting will disable the clear menu and only works for drag selection.
The fences turns into lumber when clearing them, but i kinda wish it would require just a quick 1 second fiddling from a worker, who would then turn it from a fence to a ressource.
Double clicking a fence could have a function that would select all other fences connected to the one selected.
Crop Field Menu:
Right click to remove a crop from list would be nice.
Crop information should show on added crops as well when hovering over it.
Other:
You get a pop up message saying your worker count is critically low, though I’m only 1 below the recommended amount. Critical seems like it should be way more lower than just one.
1 rogue horse ate 170 out of my estimated yield of 213, and i couldn’t do anything to stop it . Workers just kept working next to it. I wish i could select the rogue unit and send a request to the nearest hunter to come get it.
Messages about animals eating your crops keeps showing/playing even after right-clicking the message to remove it. I think it’s okay if it’s a new field being eaten, but repeating the message for the same field gets a bit annoying.
In the interface settings, perhaps crops lost when eaten by animals could be seperated by adding crops foraged.
I lose crops to frost in Autumn though there is no snow and nature still has it’s leaves. The crop field menu shows I still got time till winter, but it’s unclear where the bars exactly gotta go.
Crops thriving in winter can’t be planted in winter, but perhaps stuff like cabbage, carrots & the other (+10 frost immunity) crops could get an extra bar or two.
When selecting a villager, drawing a thin dashline from them towards their destination with same yellow as the selection ring/villager glow, would be nice to follow what they are doing.
I’m still learning, so forgive me if there’s something obvious I’ve missed. Let me know!
Thank you for taking the time to read my thoughts, and the best to you all.
Allow fence upgrading from fence to fieldstone like you can do roads
The X key allows you to select fences and walls, but only to repair either and upgrade walls. I wish the upgrade worked for fences too except walls only have one upgrade (wood to stone) but fences have several levels of upgrades and it would not be very easy to specify what to upgrade them to. This tool is designed to work with a group selection so the upgrade button will upgrade all wood walls to stone without concern for any fences selected. You can rebuild all of a mixed selection with this as well. Left.Shift+drag select to unselect any selected items.
1 rogue horse ate 170 out of my estimated yield of 213, and i couldn’t do anything to stop it
You can build fences around your crops and gates to allow villagers to get in and out. Wild animals are kept out and farm animals only get in if you set grazing to overlap any of the farm fields.
repeating the message for the same field gets a bit annoying.
Open the options menu and click on interface. Here you can turn on and off various message types.
I wouldn’t want to upgrade fencing, bad enough I’m building a stone wall and I suddenly need stone for buildings, especially later when needed for repairs. Using all my stone on a fence would be a killer.
I would like to develop a field and have it recommend a crop for the soil type, though sometimes it’s better to use a field inefficiently for hay or flax.
Well the beauty of fencing is that they all work equally to keep animals out. Even bears won’t bust down a basic wooden fence. I think the upgrades were added for visual appeal more than anything else. Sure they might take longer for the raiders to break through but they will certainly break through them faster than the defense walls. You don’t have to upgrade the entirety of a wall at one time either if stone is limited. Repairing costs less than building, and they don’t knock down the whole wall if they can just get through a few small holes so its a good investment in the long run.
Thanks! for some reason i did not know about this menu
I should clarify - I’d wish for an option to send someone to scare animals away.
I’m ok with losing crops when i haven’t put up a defence, but think it would be nice to have to get a chance to save more.
I want the messages for new events, just not repeated for the same field when i right-clicked the message.
If you’re not going to put a fence up around your field, your only other options are both micromanagement intensive.
Task a hunter to shoot each animal you see. You can open the nearest hunter shack and click on the hunter’s portrait. This will center the view on the hunter. Then right click on the animal you want him to attack. You can manually control what hunters and archers target in this way if they are on foot. You cannot however tell a building what to shoot.
If you don’t want to kill the animals, task the hunter or a laborer to run near the animal. I don’t know about laborers and farmers being able to chase them away but I do know any hunter coming around would scare them away.
It is just easier to erect a fence around the whole field. I suggest planning ahead to the size you expect to expand the field to later and build the fence to that size early. I put gates around several sides so when I move villagers from laborer back to farmer, they can get to the field quickly from any side they might be at.
You can use the manage walls option on the bottom right of the screen for fences as well. And what other upgrades do fences have other than from wood to stone?
Oh there are like 4 different kinds of fences. I already closed the game but I remember there is the basic wooden one, and a couple of tiers in the middle before you reach the wrought iron fence.
I have honestly never tried to kill my rogue livestock as you want to be able to get them back. Usually, your herders will chase these animals down and return them to the herd so you don’t want to kill them. Fencing off your crops is the best way to keep them out. I usually create a fenced in corral around my preferred grazing areas so they stay put.
I just wouldn’t mind just getting the meat instead and saving a few more crops, rather than wait for it to happen I like interactions like that, and have more than enough animals.
Well with herd animals, the more you have, the more they reproduce. When you reach your limit, the excess gets butchered anyway so you’ll get your meat just the same. Better yet, instead of killing them off early for being where they don’t belong, allowing them to live increases the meat output because it lets their populations grow.