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Ein Übersetzungsproblem melden
as for logs forester hut will allow for infinite logs, and quarry will give infinite stone.
yes the idea is to do lots of trading and have smaller towns around the map to send resources.
Farmers haha also give to much gold right now :)
Also caravans love to stuck with each other in a narrow places, maybe remove collisions between them.
How to unlock them? i hope its not a secret?
I know about forester hut, but i dont know what exactly is quarry, is this starting building, or i need to unlock it? Stone and iron can be depleted, how can i make it infinite?
depending on how you have been playing this switch can happen around day 80 - 100. Maybe if you doing things really down the middle could be 130 days.
Please let me know what day you are on? and also have you run out of new buildings to grow you city with? we tried to time it out so it was at about the same time or shortly after players have built everything else available.
That's up to you to decide, but for me it wasn't fun at all, it's all that work for it to be destroyed or interrupted by a single angry snake thanks to Waelgrim surges, but I am at least glad there's no starvation mechanic
Agreed. The needs and consumption needs balancing / reduction for us newbies. At least varying options, perhaps options in the menu like “consume 100%, 75%, 50%, etc. that we can change if needed to help people learn the game better without being crushed by riots and destruction early on and becoming frustrated?
I am not a fan of forcing player to do all things in order -> a then b then c then d, this is like typical medieval city builder, how about giving player more options to make economy produce everything faster?
Wheelbarrows - carry resources faster
Beds - workers sleep better and lose stamina slower
Tools - take alot of time and resources to make, but serves for any farmer/laborer for like 30-50 days making him work better.
Different type of food - more happines + balanced diet makes them less prone to illnesses.
Gloves, Boots - lowers chance to get wounded during work.
Cap - lowers chance of sun stroke during sunny days.
Capes - lowers chances of catching cold during rainy/windy days.
You could make some upgrades for buildings to make them less prone to fire or getting damaged by wind, maybe some different resource for roofs?
You could also make possible to attract different military classes by producing different resources and making different buildings kinda like in dungeon keeper.
golden chalices + shrine of light = paladins
jewelry + magic school = mages
You could also make something for priestess (healers), druids (animal tamers),
also since this is fantasy games you could also allow to attract dragons, gryphins, or other monsters.
Another idea is to add big expensive buildings which could buff your production even more, maybe there could be a limit of 2 or 3 per province.
example: Sanctuary of harvest 500 logs, 300 planks, 400 stone, 1000 wheat, 2000 gold -> increase wheat production in entire province by 50%.
There could be something for military too.
Enchanting dust -> used to enchant unit weapons and armors (kinda like enchanting items in word of warcraft)
Elemental runes - > add elemental damage to units, it could be fire/ice/lithning etc.
I would prefer if there were more "fun" things to do, and more optional stuff, while needs should be reduced.
sry for this random spam, maybe Devs will like some of the ideas.
I was also wondering if it is possible to get scholars a lot sooner. Day 3 - I start to colonize. Day 5 - I have multiple countrysides bringing in goods to ensure labors are full happiness. Day 7-8 - I start building military units to attack. By day 11, I have built everything there is to offer, and cannot seem to get further which sucks because there is no way for me to build leather. If fighting another player you will burn through all the leather you have, and the animals do not seem to repopulate (which you have to fire and re-hire employees that gather leather to ensure they get every last deer in your claim site or they will wonder outside the claimed area and get stuck) ... But if I can get to tier 2 soldiers faster to make iron gear, that would be much better than setting up super deer harvesters in each area to produce 100's of Soldiers.