Hi there
here some educated suggestions concerning flowing water, farming & food, transportation etc.
to add matching fetures to this truly well done realization of a developement game.
Environmental & developement: flowing water
would give opportunities on more diversity in terrains, seeds, natural events - and possible new skills & profession.
profession: waterbuilder for T2,T3
T1: digging trenches for irrigation
T2: channels,watergates
T3: watermill
Environmental - including seasonal floodings / freezings / shortages and even catastrophic events for hard mode
(includes necessity of bridges - to include in roads with similar developement)
Change Farming:
Introduction of a small Farm building (i.r.l. the farm building was one of the 1st “purposed” buildings)
T1: crops as allready in game
T2: hand plow & better processing = higher yield (may add new product for one of the forges: plow)
T3: ox plow = less manpower needed , sugar cane, berry bushes, flowers (may add… )
Change Fishing Hut:
T1: fish trap
T2: gillnets - dep. ropemaking (see below)
T3. fishing boat/craft (may add skill to sawpit or carpenter)
Change Barn (add/change Kettle and products): ( i.r.l. goats were the first kettle to be domesticated, followed by sheep ) Startset: easy 2 goats, medium 1 goat, hard 0 goats … or less
T1 small barn - goats - meat & lether , milk (negative impact on soil fertility)
T2 medium barn - add sheep - add wool for weavery
T3 large barn - add cow - as is
T4 kettle farm - add pork
Add poultry – as chickens are usually part of the initial resources for settlers.
Startset: easy 2 chickens, medium 1 chicken, hard 0 chickens
T1 chicken shed - chicken - meat & feathers - feathers for fletching (!) and metalworks
T2 poultry shed - add goose - add t2 feathers for t2 fletching, add goosequill (!) for writing / books
T3 poultry haouse - add ducks (may dep on access to lake/river) - add downs for cushions
Change wagonmaking and/or introduce transportation/logistics building - might add professions(s) - animal tgrainer and driver, might add building for the pulling animals and carts
T1 cart maker - wheelbarrow, simple cart
T2 advanced cart maker - hay carft, mine cart, … - domkey harness & donkey training - donkey trainer
T3 wagon maker - heavy catr & wagons, ox harness - driver training - driver
Add ropemaking for nets in various porposes - might add to recepies and dependecies
ropemakery or addition to weavery
T1 ropes for tool-, cart- and constructive bindings
T2 nets for gillnets and poultry
T3 nets for defensive purposes ?
Dependent on implemetation of goose / goosequill:
Bookmnaking / Printing
T1: handwriting (dep. goose quill, dep. ink - see below)
T2: printing drawn /written pages
T3: movable letters (lead? - see below)
… add product ink - could be 2nd product of upd. soap making plant
t1: black for quill
t2: black for printing (from coal, carcoal, soot)
t3: colours (flowers from the farm?)
add pickables, resources which could add diverse features to all aspects of the game:
-
salt (i.r.l. beginning 3000 BC - eg: Hallsadt)
in seeside biomes see-salt,. in desert biomes salt lakes, else salt deposits like clay
→ salt mine in late game
precious commodity -
lead - could be byproduct of T2 smeltery, needed for movable letters in printing / bookmaking
could allso be used in higher tier recepies for alloying.
Could be a feature of at first “dirty” iron ore becoming precious in mid game when forge has developed skill to get the lead -
copper/zinc for bronze (i.r.l. beginning 3000 BC - long before iron)
could give a wider dispersion of biome and seed variations as you usually don’t get both resources (iron vs. bronze)in sufficient quantities / proximitiy -
cats
as wild animal - attractable via placing milk, domesticable as mouse/rat catcher as village developement action
change Bakery:
cookies - luxury commodity - dependency to barn, poultry barn, farm
shortbread - dependency to barn, poultry barn, farm
may need as additional high tier farm product:…sugarcane
quite a bit of text… sorry
personally i’d priorize barn & poultry
thks
dialektiker_42