Some Feedback/suggestions 40h in

Enjoying the game so far and has been quite stable for EA.

  • A prison or stock. (We have social disruption already with townspeople getting into fights, so why not a system to deal with them? If raiders could be incapacitated rather than all killed could also imprison and later recruit as citizens or gain gold for bounty?)

  • Militia/police (it would make sense to have some sort of town security on a level below full soldiers and could work with the suggestion above or crime system. Could patrol town and be a limited defence to raiders)

  • Option for automatic selection for compost (it gets a little tedious checking it regularly and scrolling to fields)

  • Ability to expand/edit resource display on top of screen (helpful when some are at a critical need)

  • Increase worker counts for any upgraded buildings (buildings like the trading post need restocking quickly in the time limit of the visiting trader, 2 workers seems inadequate for such a central building. Anything i’m upgrading is obviously a priority need)

  • Trading expeditions (we start off with an ox drawn wagon, why not be able to use it like the visiting traders and barter with neighbouring cities? could also assign soldiers as guards if there is a risk of attack)

  • Large spiritual building ( I’ve seen a few posts regarding this but for my 2 cents whatever world this is, death is pretty close for the villagers and they obviously have some sort of spirituality with shrines/graves and a church/temple has been a focal building for every large city in history. Maybe just have a shrine the size of the theatre.)

  • An Inn (I’m surprised there isn’t a building for temporary accommodation considering we get regular new settlers. The temporary shelter never seems to house anyone that i’ve seen.)

  • Guests/travellers (would be nice if we had people temporarily visit the town, they could spend money or encourage more settlers. Adds some flavour as a living world)

  • Fountains/ponds (it would add a nice aesthetic. Water sounds please.)

  • Guilds (an advanced tier building. Offers a production boost to farming/goods production.)

  • Military expeditions (preemptively attack neighbouring raider camps for gold/resources. Could offer rewards while reducing defence of settlement from absent soldiers)

  • Greenhouse (a way to grow hard to obtain resources like reeds,herbs,medicinal plants,mushrooms,spices. Could be high tier with low yield)

  • More animals/resource types produced goods (to add some variety. we have bread and honey but no sweet rolls?)

  • Upgrade for school/university (option for an advanced education for villagers that could tie in with high tier building workers. Could also have expertise for people who remain in a profession for a long time giving small boost? at the moment if a worker is injured you can just swap them out for a fresh worker)

With the nature of the universe/world this is in I know they’ve stated they want it to be ambiguous so we make it our own but from the intro and gameplay we see its a low technology medieval/colonial world. It would be interesting if they gave options at city creation for including fantasy monsters/magic or even Grim Dawn universe. Chthonian or Aetherial hordes at your city walls?

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Second it , I encourage these points into considerations

  • In addition , to buy directly from the market , we shouldn’t have to wait for the trader to come so we buy what is crucial.

I think traders make sense in the first couple of tiers of development, then trading / market capabilities should be expanded.

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More social disruption/ class system would make this work and increase rng stuff from run to run. Would like this. Every house getting upgraded rather than needing to keep homes in lower tiers kinda hurts the need as it’s a little utopian. People would get rowdy sometimes, but how much? Hopefully this comes to the game when the next tiers are added because there is a bit too much incentive to recreate the same neighborhood over and over again which makes late game towns feel too similar from run to run

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