Things that currently IMHO reduces the fun factor of the game

The following is intended for villages from 1200-1500 villagers and above.

  • The performance of the game dives at about 1500 villagers and at 2000 villagers the game is virtually unplayable.

  • It is virtually impossible to go over 1500 villagers without moding

  • Village migration is 1-2 per year. From 1500 my experience is that you only play in a villager declin situation. The game changes caracteristics and instead of expansion focus shifts to handling a decreasing population.

  • If you for any reason end up with a large villager defecit it is game over, it is in my experience not posible to recover from and you might as well stop playing that map.

  • Unbalances in the game. My impression is that there are still a lot of inbalances in the game with regards to production of raw materials, production of goods and consumption.

  • Loading times. It takes unproportionatly long time to load the game.

  • Several buildings needs to have more upgrades. The maximum production rate in some buildings are too low. The consequence of that is that many many buildings of that type has to be built. It would feel more natural if the building instead could evolve and increase production (for instance increasing the number of horse boxes in a stable for carriges. Why can buildings only be built to house two horses and two carriges?).

  • The game is about making the villagers happy. So an important part of the game is to make sure all houses has as many services as possible. But this is difficult at best to establish. There are several situations which makes this cumbersome. a) if you select a building of a certain type, for instance a doctors office, all other doctors offices light up so you can see where these are. That is a good thing. But you cannot see the coverage of the doctors office in the same way as when you place the building. If the coverage would be possible to enable, perhaps with a function key, it would be a doodle to se if any building lacked coverage. b) When you are about to place a new building, the existing ones does not light up, nor do they show the current coverage before placing the new building. This means that to know where the boudery of the coverage of the existing building ends, you have to hoover a new building over the last existing one to see the coverage. Then you need to remember about where this was and then place the new building. Again seeing the existing buildings and their coverage would make placing new buildings a doodle.

  • When trying to establish what services a house has access to, you need to hoover over the progress bar of the mappiness in a particular house. When you do, a list appears of the services the building has access to. But after a while it is no longer an easy feat to tyr and identfy which service is missing. I find myself selecting other buildings and trying to compare and remember which services were active in which houses to try and eliminiate which one is missing. A suggestion here could be to have a complete list of services in each building with a marking of the ones that the building has access to. That way you would always be able to see in an easy way which service that is missing.

  • When a building is under upgrade or if it is winter, the information of some buildings disapear and the building is not possible to use until complete. There are exceptions to this. I you have another building of the same type that is not under upgrade, you can access the building under upgrade if you first select the building that is not under upgrade and then select the arrow to navigate to the next building. But if you just click on the building this is not possible.

  • The trading does not expand in relation to the size of the village. When you have a village of 1500+ villagers you tend to be affluent with a good economy. When a trader then arrives and has 1250.- in cash to buy for and you have thousands and thousands of goods to seel, this feels limiting to the game. Other posts have mentioned this and other features of the trading post as well, in general it feels underestimated for a larger village. There is an example of a building that would benefit from more upgrade options. Why not have the option to have 10+ villagers emplyed at the trading office?

  • Religion does not seem to work. Regardless of how many religious buildings you build, the benefits of religion rarely exceeds 50%.

  • As some buildings need further upgrade options, some seems not worth upgrading. Why upgrade a well for instance?

  • Landscaping can take a lot of time and effort. It seems a building cannot be built if the land is not virtually flat.

  • I am not sure if the temporary housing works the way it was intended? If I for instance have mines and iron production outside the village, the only way to get that harmoniously working is to build a mini village with normal housing, market, rat catchers and so on.

  • Updates from development comes to rarely.

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