Some Suggestions and ideas

Edge of Map Roads Connections to the outside world.
Would be nice to have connecting road endpoints at the edges of the map. If your settlers can build a long road to connect, it would allow merchants to not only travel a little bit faster to your settlement, but also provide stable reliability. If you’re crazy enough to cobble the whole thing, would provide the fastest and safest travel.

A Merchant is under attack!
Would be a cool idea to add once you reach Tier 3+ Add a “Merchant is under attack!” Event with a timer and have a merchant caravan with a health bar be raided by bandits! along the merchant roads. Allow the event timer sufficient reaction time. Failure to save the merchant will cause a penalty in merchant traffic for 1-2 years. Save the merchant and he will be grateful and more favorable in trading with you. Improved merchant roads allow safer travels and reduce bandit attacks.

Fire Station
Tier 3+ building that adds a fire station for firefighting efficiency and town safety! Needs to be placed near irrigated water as it provides its own personal well. No one is allowed to use the well for general use as its reserved for firefighting! It will require up to 2 horses and a wagon from the wagon shop. 2-4 firefighters max. This will allow “saving” water from city wells as well as a fast response team.

Inn
Find it odd the town doesn’t have an Inn. Have it as a separate unique building (Tier 3?). Inns allow merchants to stay a little longer at your settlement, provide a little gold income and Allow Mercenaries for hire in emergency situations. (Hefty gold cost there however provides emergency assistance) Also provide town status. Inns can be upgraded to allow better Mercenaries. Mercenaries have a limited timer duration as to not exploit. Can add a timer on their unit flag.

Farmers general practices:
Sometimes i have Farm fields that are clear across one side of the city to the other. I find it aggravating that the farmers bunch up into one farmers army and attack each field of land jumping from one field to another and rotate each plot of land. I get it that they can pick faster that way but the efficiency is lost if they have to cut clear across town to the other side. Why cant we have an option to toggle the one “Farmers army” to “each plot of land have their own individual farm hands”? Give us the choice to decide which is best for our town.

“Fertilization factor” Slow improvement.
I normally play on harder difficulties for the challenge. So soil quality is pretty crappy or almost nonexistent. I do use farm animals/human waste etc to improve the soil quality but i notice that the fertilization factor never changes at all. Doesn’t make real sense on the long haul that the soil never gets improved even though you are providing positive soil treatments.

I would allow a slow 1-3% fertilization factor improvement per full crop rotation (3 crop cycles). Fertilization factor improves as long as you are able to maintain a total net positive soil fertility throughout the 3 crop rotation cycle. (Positive outweighs the negative hits on soil) This would mean that over the long play from a village to Town/city status as long as you are smart/careful, the soil will gradually improve over time and allow better yields.

Bridges
Not sure if its in the works. but yeah would be cool to cross large lakes and such. Wood bridges and eventually stone ones too!

“Predator sighting” warning
Find it odd that we only get a “predator is attacking” message. What about a warning of a predator sighting? I would think villagers would definitely warn others of such. This allows you time to react before a bear decides to munch on a villager.

Weird events timing
Not sure if its a bug or intended. I get random drought warning immediately followed by a blizzard warning in late Nov. Just find it odd that there’s a “drought” warning in a snowing blizzard.

Challenge mode!
Add a challenge mode option! No auto saves (only save on exit), no pausing the game. Arid zone only. Slower migrations of people. Etc.

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Are you planting clover, peas and beans to help with soil fertility too? They all add to that.

Bridges will be coming with full release of the game some time in October.

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Hi there! Yes i am. I keep soil constantly fertilized with beans and clovers and sometimes farm animal manure. However the Environment Fertility factor is so low (19% on one field) that it feels the fertility rate barely improves. Especially if im trying to grow negative hitting crops. it takes a big hit.

I love the idea about having an inn that would allow merchants to stay longer and also provide a temporary space for new villagers before housing can be built. It could serve food and beer that would increase desirability of the area as well as increase food availability.

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