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(7 edits)
New ideas:

1. Roads and bridges will be in decoration menu instead of civil, i think it make more sense to be a decoration after all is not really do anything beside faster transport/enable transportation, also make the civil menu to be less full and easier to find stuff on the menu as well. or, you can merge the decoration menu with the civil one.

2. AI will be able to destroy bridges especially if a trade route is going through the bridge only of course if the AI tribe is hostile. friendly AI should complete roads and bridges as well, for example, let's say you build a bridge from one side of a river the AI should complete the bridge from his side.

3. If you thinking about idea num 2 you may as well like this one, limestone upgrade to the bridges, make them stable and harder to destroy.

4. Sculptures: a decoration, lvl1 three limestone sculptures on a mudbrick stand,  lvl2 three copper sculptures on a limestone stand,  lvl3 three bronze sculptures on a copper stand. this idea is just a bonus.

5. Shorting the process of getting silk, by removing the item 'raw silk' and the structure 'silk weaver' from the game the process will be silkworms -> silk shed -> luxuries instead, make the swamp with the rough terrain to be more reliable to get settled. i almost never start in a swamp also because they bit rare and i don't want to start in a rough terrain such as swamps, don't get me wrong the rough terrain of mountains still worth it because of the more valuable resources. please consider applying this idea.

6. Massive overhaul:

new: sheep (item), donkey (item), riders (military unit), sheeps (resource), riders barracks (structure), shepherd (structure), sheep pasture (structure), donkey pasture (structure) mill (structure).

removed: pigs (item), windmill (structure).

new lvls: grill (1), fishing dock (2), mill (2), butcher (2), riders barracks (2), tradehouse (1), shepherd (2).

explanation: pigs are no longer give up meat, instead sheeps will do, also will give luxuries if used by the shepherd. the trade house will require donkeys, and will be upgradable to level two with wolves, after the wolves upgrade the caravan will move faster like the rats of the muskilings (donkeys consumption is 1, wolves consumption is 3). fishing dock will be upgradable up to level three, copper hooks and bronze hooks, in sense of balancing the fishing dock will yield: meat = level but the wood consumption upgrade by two each level. butcher up to level three, the butcher will receive new tools made out of copper and bronze, but the butcher will work differently, on first level the bucher will consume one sheep for one meat, on the second level the butcher will consume two sheep for two meat, on level three the butcher is more efficient he will consume two sheeps for three pieces of meat. mill will replace the current windmill and there is a good reason behind this, the mill third level is unique, the mill will consume one donkey instead of using up a worker, grill have a limestone level which will work the current grill and the first level will work like the old grill, this leveling supposed to make the grill easier to use. shepherd have three levels copper knife and bronze knife are the upgrades, on the first level consume three sheeps for one luxury, on the second level consume two sheeps for one luxury, on the third level consume one sheep for one luxury. riders and rider barracks, simply a new military building and a melee unit that consume donkeys, the special feature is they move fast as the muskilings rats, the barracks is upgrade able to level three just like normal barracks. if you read everything thank you for reading it's appreciated.

  1. The categories do need a bit of restructuring, but I don't think roads and bridges belong with decorations. They provide a very useful service.
  2. That's an interesting idea, but could be tricky. I do like the idea of friendly AI trying to link road networks with you, that one might not be too difficult.
  3. If I can get automatic building upgrades working well, then I'd likely add a limestone upgrade to roads and bridges in general.
  4. More decorations would be good.
  5. Silk is a rather involved process by design, mirroring the labor intensive real-world process of producing it. Some more resources in swamps might be a good idea though, as a reward for building in the difficult terrain.
  6. A rework like that is totally doable through a mod, but doesn't fit my vision for the core game.

Thanks for the suggestions!

Maybe you can found more use to raw silk?

Raw silk has a use in that it allows you to distribute silk production. Producing raw silk is only possible in swamps, and benefits from agricultural bonuses. Processing raw silk into luxuries is labor intensive, however, and benefits from industrial bonuses. Fully optimized silk production requires two settlements.

(1 edit)

Still you can make the silk and work with it in one structure don't you think?

Could the upgraded bridges have an added effect of allowing boats to travel "underneath" them?  I've had a few games where there's a river that i put settlements on either side of and put a bridge between.  Although, i always need to remember to put my shipyards beyond them so they don't get traped. 

Nice idea