Great Job!
As far as i see it most things work as intended now.
Some small issues:
Crystal Harvest Post: I cannot place it. I noticed the spaces below the crystals are labled as Crater. (Needs to be placed on Magic Crystal, but Crater is in the way, i think at least)
Enemies: In my new run they choose to be cheeky. Taking 3 different routes in total so far. They always choose the shortest way, and a wall can change the shortest way apparently.
Ideas:
-When clicking on the Necropolis, show a path in red arrows where the enemy moves/attacks next.
-My favourite would be, make the enemy go after the castle first. For epic castle sieges in the future.
-Like 10 squares before the wall the enemy could build a siegecamp, they than stay there for a short bit, before they attack (so they dont Line Conga all the way to their target).
-Tower range indicator
Wintos
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I managed to get the Neferu's scene, was not repeatable tho. Neferu and the other would just "smile at me" when trying futher flirt attempts.
As for Relics, i cannot say for sure if they are working or not. (Says the guy who got the 25% Birthrate relic first and always had about 45% Children in the population)
I also got ideas for Relics, Relic-Buildings: Relic-Bakery, automated Bakery that just needs grain to function. An automated Arrowtower and so on.
Hey there!
It's a good idea, i also got a few concerns. If it is open portals, that enemies could use them or that single Skeleton attacks a building close to the portal and murders peons on mass. A red Arrows would be nice to see which path the enemy takes in the next attackwave.
As an idea, make Red- and Blue-Portals, Blue only the Player can use, and Red only the enemy. And with Adventurers you could turn normal Red-Portals blue or reactivate Portals. A Archwizard or Wizard could also produce Portals, or be needed to hold Portals open.
Ideas:
Carters. A special Building which needs Grains and 1 or 2 Peon, which than drives Horsecarts around hauling items.
Trade: Trade with the Alliance via the Harbor (You can get lots of Gold, and have close to nothing to spend it on)
Weapons: Upgrades for Towers/Adventurers/Townguard.
Questions: Do you plan to add multiple difficulties? (May have read too much "I Became the Tyrant of a Defense Game" in the last few days)
Good start.
Got a few problems.
Jobs: It seems like a Peon gets a Job, but it doesnt matter where the Job is. So you can see Peons run across the map. Work for 3 Seconds and leave because its food or sleep time.
Defense: Enemies will go to a random building and murder everything in their path, even if just 1 made it through. That one Enemy can still get 50+ kills if he crossed or attacks a building on the main road. They just run at him and die.
Also a button in form of a Bell would be nice. To actually get your Archers inside the towers, not having 40+ Archers but only 9 of them in Towers when the raid comes.
Other ideas would be Army/Townguards or the enemies die after having killed a few Peons.
Charcoal and food: When there are long ways or you have a big city, people get hungry permanently and in winter you can lose a chunk of your Peons, because they froze. An idea would be not the Peons themselves need food but the houses. And a market-building could spread itmes it to the houses, making it impossible to run out of food or charcoal while the market is filled. A market could also have transporters who transport items to another market in a 2nd City for example.
Starting a 2nd City also hardly works because of the long ways the Peons walk, and food does get transported from Grainery to Grainery.
Crystals: I could not get crystals. My peons refused to fell wood close to the crystals, even when there is a road present. Which meant no space to place buildings.
There are more but, this are my biggest problems so far.