Some my ideas

Hello. What confused me after winning the game:

  1. When placing a building that affects attractiveness, the attractiveness bar is huge, blocking the view. You can remove the parameter name or replace it with a symbol.
  2. The unit HP bar is huge, blocking the view. The unit names in the active widget are very small. The bar is large, but the letters are still invisible. Could you make the bar small and separate, clearly visible text?
  3. Add a display of the radius of a completed building and decoration when selecting it or when attempting to build a new one of the same type.
  4. I need the ability to swap years in crop rotation. Otherwise, what is the purpose of the copy settings function?
  5. Make the building icons more concise (you can draw the final product). I can’t find the building in the build menu. I also can’t find a completed building. It would be better to display the resource icon in the widget instead of the building’s HP (who needs that?). And highlight completed buildings of this type when attempting to place them.
  6. Unit and equipment stats are missing. So what’s the point of showing them to the enemy? And how am I supposed to compare which ones are worth using?
  7. The construction resource panel (top right) has limited space for resources (I want to add iron). You can write the quantity under the icon.
  8. Tooltips hang around for a very long time and can’t be closed, obscuring the other interface.
  9. Why aren’t workers released in winter when they can’t work anyway?
  10. Why can’t I trade bows and arrows?
  11. The gathering zone is very small. Manually moving it several times a year isn’t what I want in an automation game.
  12. Make the wall layers merge without gaps. It’s really unsightly now.
  13. Why don’t the trees and benches from the decorations menu add any visual interest? It’s weird and makes me want to create bare cities.

Hi! A lot of complaints up there. :smile: I’ve got similar feelings in some of the aspects you’ve raised. Here are my thoughts on them.

  1. When placing a building that affects attractiveness, the attractiveness bar is huge, blocking the view. You can remove the parameter name or replace it with a symbol.

I guess that’s a personal taste. I think it could be higher on the screen though.

  1. The unit HP bar is huge, blocking the view. The unit names in the active widget are very small. The bar is large, but the letters are still invisible. Could you make the bar small and separate, clearly visible text?

I agree to some degree. :smile: Maybe it’s not huge, but it could be thinner.

  1. Add a display of the radius of a completed building and decoration when selecting it or when attempting to build a new one of the same type.

I don’t exactly know what you mean. Isn’t this already implemented in the game? When you place a decoration or a building that affects desirability, build mode switches to the desirability overlay so you can see how it will affect neighbouring households.

  1. Make the building icons more concise (you can draw the final product). I can’t find the building in the build menu. I also can’t find a completed building. It would be better to display the resource icon in the widget instead of the building’s HP (who needs that?). And highlight completed buildings of this type when attempting to place them.

I’m not a big fan of the actual building icons myself. It’s hard to recognise them, especially in tabs where there are a lot of them, like resources. It’s ok with the mines despite the fact all of them got the same building icon, there’s also a tiny pict of the mine’s resource. But I often confuse all the others that produce something.

  1. Unit and equipment stats are missing. So what’s the point of showing them to the enemy? And how am I supposed to compare which ones are worth using?

I agree, I’ve got hard times figuring out how strong my units are and what’s their armour rating. It’s obvious when you target the raiders though, which is weird because you can’t compare one to another. :smile:

  1. The construction resource panel (top right) has limited space for resources (I want to add iron). You can write the quantity under the icon.

Agreed again. Actually, I think it could be adjustable by the player, so we can see the resources that are interesting to us in the given phase of the settlement’s development. At some point of the playtrough, I’m more interested in the quantity of coal and iron/iron bars than, let’s say clay. I know there’s a mod for that, so you can pin to the screen the resources you’re interested in, but it would be nice to have it in the original UI.

  1. Why aren’t workers released in winter when they can’t work anyway?

I think that could also be optional. I guess some people like micromanaging farmers. Imo they’re insane, but still. :laughing:

  1. Why can’t I trade bows and arrows?

:person_shrugging:

  1. The gathering zone is very small. Manually moving it several times a year isn’t what I want in an automation game.

There’s a mod for that as well.

  1. Make the wall layers merge without gaps. It’s really unsightly now.

You mean like double walls? I wish we could also put archers on the walls. Maybe some day… :smiling_face:

  1. Why don’t the trees and benches from the decorations menu add any visual interest? It’s weird and makes me want to create bare cities.

I think they were increasing desirability before the 1.0.0, but I might be wrong. If so, then I guess they’ve changed it because of how easy it was to achieve high desirability. I think the developers could give them some desirability at a cost of lower desirability generated by other decorations, like those ornamental pathways.

3.When building a well, it’s not clear which houses already have the well’s attractiveness bonus. It’s also not show the well affects attractiveness (bug?). This also happens with some other buildings and decorations.
11. I would like the game to be great without modifications.
13. Yes, I’ve seen many players build 3-4 rows of walls. It’s also strange that the tower has less durability than the wall. They have to be hidden behind the walls. It’s weird and unsightly. Also, my archers are inactive until I deploy them outside the walls.
14. You can plant a lot of bushes, and their attractiveness will stack. But parks and statues don’t stack. That wasn’t obvious to me. And trees and squares with benches don’t give you anything. Although, in essence, they’re no different from bushes and squares.

several things I agree with, some are not an issue for me and an idea for fixing a couple.

A. ( for # 1,2,8) Make pop up bars, menus, info screens etc. semi-transparent so you can still see the terrain and buildings behind them as well as information, for those that need it the first few times they see this particular one. Also give EVERY box a minimize button ! If I have placed houses a thousand times by now, I do not need to see the box as much as the house I am placing and the buildings around it.

B. ( #4 ) I kind of agree on this one, the ability to copy 1 row from within a farm’s 3 year plan to another row in that same plan, AND /OR to another farm would be great. Just 1 row at time, not the whole 3 year plan. And I totally see why a player would want this.
If you build 3 farms at the same time, you do not want them growing the same crop at the same time. So year 1 of Farm A, becomes year 2 for farm B, and year 3 for farm C. And the rest of the plan can copy, then offset by one year. So you get both beans and greens, and don’t have to program it all one crop at a time, times 3.

C. Again, agree. a lot of the buildings look the same in the build screen and info boxes. I know there are graphic artist who did an amazing job drawing each building, from multiple views and from above. And the details is appreciated up close. But cannot tell you how many times I wish the cobbler shop had a little wooden shoe on the roof because it is always the one I can never find. Please use resource icons and the name of the building in the build menu and info screens. ( and add a footprint for buildings, please ! ).

D. others have mentioned, so I will insert here, a " buildings in progress tracking screen" and a pop up alert when a building is completed and ready to work. Right now the only alert is for farms, because it requires immediate input. But foragers, hunters and fishermen are often built far from their actual work area, and we need to know they are ready so we can go and move the circle to the correct place.

E.( # 9 ) I don’t know why Vitzu seems to have a negative view of those who want to maximize their farms AND get the most work out of their villagers. For the first few years at least, letting farmers sleep all winter instead of helping to gather lumber for construction and firewood is wasting precious manpower. I always release mine, and my foragers too, over the winter. I just have to remember to put them back again in the spring or planting gets delayed. If that could be automated, or if it was at least a toggle option, ( for Vitzus’ farmers to get their beauty sleep ) to release and recall them, it would be a good help to newbie players who have a million things to keep track of at the same time in those first 5 years.

F. ( 7 and 11) things that people have created mods for to make basic game control better should be considered for inclusion in the main game as some users ( us older players, newbies ) are not comfortable adding mods just yet and could benefit from these. # 11 should be doable. it SEEMS simple to me, but I am definitely not a programmer. But, If we can set flags for exploration and rally points, we should be able to set flags as the center point of a forage circle to be activated at the start of each season. Right, theoretically ?

G.

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My comments on some of your items.

Item 1. I kind of agree, but my issue is the desirability scale at the bottom. No idea what it’s supposed to be telling me, it doesn’t change if you move the building around.
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Item 4. I’ve posted about this too, when you paste crops the rotation is wrong. Dev responded that’s a bug and will be fixed.

Item 7. I wish that resource panel was customizable, I’d love to choose which resources to keep track of.

Item 8. Agree.

Item 9. As you say, workers aren’t doing anything in winter so it makes no difference if they’re released or not. Actually I like how it is, because if they all became laborers it would giv e you a very distorted view of how many laborers you would have when they get back to work.

Item 10. I don’t know, that’s the way it is. If you could I wouldn’t think they would be worth much in trade anyway.

Item 11. I think the gathering zone is fine, and I never move it. If the resources are that scattered I build more gatherers to cover the area.

Item 12. Agree. Two wall segments side by side should create one thick segment with no gap, with a strength of about 100. As a bonus maybe someday we could station archers on it.

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Regarding farmers becoming laborers in winter - I just started a new game, and my laborers came out to chop trees, go fishing / hunting, and move that food to storage - Depending on weather conditions. ( I even had one try to go exploring in the middle of winter when I had set those flags months ago ). So its not like they never work during the winter. If a handful of extra laborers means a handful of extra resources, it would be great to have them become seasonal workers in early game. It would not be nearly as important later on, so it would be good as an option to toggle on and off. As long as the RECALL of the released workers was also automatic each year.