Apologies if any of this has been suggested and rejected during the early access process, I generally avoid playing early access versions so I don’t burn out and end up not playing the final release.
General:
- Add some sort of measuring marker for planning out spaces
- I keep (ab)using fields for this by placing them to mark where I want to build things later on
- Add an easy way to extract a map seed from the menu after starting a game
- Having to take a screenshot and write the seed down is a nuisance
- Using “billing cycle” for buildings with operating costs feels out of place in a medieval game
- Feels like ye olde MBAs have arrived to squeeze every last drop of
shareholder valuegold out of the theatre
- Feels like ye olde MBAs have arrived to squeeze every last drop of
- Add an option to jump to buildings on worker tab screen like you can jump to workers
- Terrain flattening is confusing and awkward
- It often seems to do the opposite of what I’m trying to achieve and I usually end up having multiple overlapping work areas to get the best out of it
Buildings:
- Add a search function in buildings menu
- Simplify the ‘relocate building location’ text to ‘relocate building’
- Having location at end of the sentence is redundant
- Add an option to select a specific type of small garden etc.
- Sometimes I want to put down two or more of the same garden and having to repeatedly reselect the garden in the buildings menu is decidedly not fun
- This should be added to any decoration with multiple randomised options
- Allow tab/shift+tab to cycle between min/max quantity boxes on all storage buildings
- Allow making graveyards larger using the mechanic for enlarging fields
- Add a bulk move buildings option
- I often find I want to move a house and the garden(s) I have built around it and moving them individually is very click intensive and a nuisance
- Clicking on wells should display which buildings are inside their radii
- Needing to open the building menu and use the well building tool for this is a pain
- This should also be added entertainment venues
- Allow cycling between destroyed buildings with arrow buttons similar to fields or watchtowers
- This is a chore because the notification is in the top left and the buildings generally aren’t
- Add a way for items accidentally stored in markets to be returned to where they came from when storage is disabled in the market
- This applies to coal particularly as I’ve lost count of how many times this has screwed up my foundries and blacksmiths
- Allow upgrading of fences and gates
- Having to knock down existing fences and gates and rebuild them is a chore
- Add default min/max storage values for each building
- I often just disable things I don’t want to store and divide capacity evenly between logs and stone etc, so setting a single value that can be overridden would be good improvement
- Warehouses and storage depots seem to have issues with leaning over
- I rarely have a warehouse that isn’t the leaning
TowerWarehouse of Pisa and the terrain flattening tool usually makes it worse
- I rarely have a warehouse that isn’t the leaning
- The arborist building’s fertility display should be made consistent with how the Forester camp displays fertility
- It is displayed when placing the building, but not when selecting the work area
Trading Post:
- Add a search function
- Allow pinning things you need to buy/sell regularly to top of list
- Add stocking thresholds i.e. items should only be stocked when there are more than x in the settlement’s storage
Hunting and animal attacks:
- Add a select all hunters option for fending off bears and hunting boar
- Having to manually hunt boars makes it feel pointless unless you’re desperate for food
- RTS mechanics are fun and rewarding but they are also quite frustrating with how hunters work currently
- Allow villagers flee towards temporary shelters
- Watching the villagers fling themselves into the path of the nearest bear when there’s a perfectly good hut in the opposite direction is very frustrating
- Add periodic random bear/wolf den spawns to reduce attacks for a while similar to raiders
- This would add a reason to have hunters later on in the game and make the map feel a bit more alive after all the static spawns are destroyed
Tech tree:
- Needing to invest four points in Woodlore and Trailblazing just to give hunters a reasonable chance of not getting mauled by bears on Vanquisher isn’t fun
- Foothold traps upgrade comes too late to be useful
- Already unlocked cattle and other animals by the time it is available
- Deep Wells upgrades feel like a waste of points
- I’ve never needed to use them, not even on an Arid highlands run, and by the time I started to have issues with wells refilling I could afford to plant virtually unlimited trees
- Civic Inspections comes too late to be useful
- I’ve also never had a fire that’s gotten out of control or spread to more than three buildings
Military:
- Archers seem to run into melee combat when they have ammunition left
- Battering rams are too vulnerable to archers given that they use a design specifically for protection from arrows
- Rams are easily destroyed by a unit of 12 crossbow equipped archers
Farming:
- Adding a notification for when a field is no longer infected would be useful
- Environment fertility factor for fields is a bit confusing in terms of how it is applied
- Adding a tooltip explaining how it affects fertility mathematically would be helpful
- Add a button to disable fields similar to buildings with an operating cost
- Would allow infected fields to fallow without needing to micromanage crop rotations
- Would allow for grazing in a field to improve fertility without micromanaging the assigned farmers
- Stopping production of tallow shouldn’t prevent production of meat and hides
- Increase the maximum initial field size to 15x15 from 12x12
- This would match the cattle grazing (fertilisation) area
- Having to build and expand smaller fields just adds friction later on in the game
Watchtowers:
- Add an incentive (positive or negative) to keep watchtowers active
- Guards could gain limited veterancy or towers could have reduced/no view distance when not manned
- I build and immediately disable towers away from the settlement in the late game to help prepare for raids because of the view distance and how buildings interact with raider spawns
- This is clearly an exploit and not how they were intended to be used