Obligatory preamble: really loving the game, excited to try the playtest, can’t wait for the full release!
I will skip mentioning some of the common suggestions I’ve seen in other posts (mostly: automatic resource redistribution and idle workers part-timing as laborers). These suggestions are all just exposing information, nothing that would directly touch mechanics or balance. In approximate order of how much it would impact my QoL:
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cross-farm coordination. A view that lays out all of your farms and all of their rotations together to ensure that rotation is nicely balanced. It is totally doable as is, but it would be much less painful to have a collective farming plan that can be seen all from one place. A table with a farm on each row and each row showing the 3 years lined up end-to-end.
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Resource tracing. I had to manually click through 30 buildings checking and disabling anything using planks to get build up enough planks to upgrade my city center to tier 4. It would be helpful to be able to pick a resource and see how much is being consumed/produced/transported where.
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Logistical visibility. Aside from making any actual changes to the logistics (which I see is happening in the playtest, but I haven’t had time to try it), it would be nice to be able to better understand what is being done and why (in game), so I can make decisions around it. A top level table of resources with sub-line items for every building/task that is consuming it (and the ability to disable from the table). A map view with arrows showing the flow of resources from sources, to sinks might be cool (might be too visually noisy too, idk). For a given workplace, show me pathfinding routes to where inputs are coming from and where outputs are going. For bonus points show me while I’m placing the building too, so I know just how good or bad of an idea it’ll be!
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Map searchability. I spent 5 minutes carefully scrolling around looking for the deep clay deposit that I knew I had seen earlier. The ability to search the map for resources would sometimes be very helpful. Alternatively being able to adjust the map layers to only show things of type “XYZ” would make the visual task much easier.
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Worker, “show workplace” button. There is a “show home” button, but I don’t see an equivalent option for “show workplace”. Even better a “show commute” button that shows the home + a dashed line to the workplace + market + water + entertainment. Similar to the workplace inputs/outputs visualization suggested above, but for a single worker POV.
Okay, I lied, one small mechanical suggestion: most building don’t require you to currently have the resources when you start: the resources are requested and provided as they become available. But upgrades do! Even though they are still delivered as able, you still have to have all 200 planks before you can start the city center tier 4 upgrade. If your steady state planks are 100, but you are producing/consumiung 1000 per year it is annoying to have to stop production to stockpile the planks when you should be able to just trigger the upgrade.