Thrive: Heavy Lies The Crown

Thrive: Heavy Lies The Crown

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Laborers needs are just impossible.
I have to use 7 different caravans to import wheat from other province which is full of wheat farms to produce meals and beer. I have to get fish from other provinces, make furniture from planks, and make iron tools which are also created from resource which is not in starting province and is also not infinite (i guess?). Seriously its better to just ignore Laborers and get money from farmers.
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smischief  [Entwickler] 8. Nov. 2024 um 17:06 
You definitely can expand the laborers slowly as needed. After you unlock benevolent or tyrannical classes of people you will need more labourers to support there needs too.

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 :)
Atleast buff caravans to carry more resources, 200 is too low.
Also caravans love to stuck with each other in a narrow places, maybe remove collisions between them.

Ursprünglich geschrieben von smischief:
After you unlock benevolent or tyrannical classes

How to unlock them? i hope its not a secret?

Ursprünglich geschrieben von smischief:

as for logs forester hut will allow for infinite logs, and quarry will give infinite stone.

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?
Zuletzt bearbeitet von Thats How We do action in Uganda; 8. Nov. 2024 um 17:38
smischief  [Entwickler] 8. Nov. 2024 um 18:50 
Quarry comes later and there is a mine for Iron as well. The Path to Benevolent or Tyannical is self discovery about what type of ruler you have become well working to keep your people happy. There is a hidden score system giving you points one way or another.

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.
Yes Smischief, the pacing seems fair but as it stands, the needs are just too high. While it's challenging, I think you need to make options for laborers demands to be lower because not many of us or our friends will actually play many games of this if we need 10 hours and a demanding economy that only gets worse with more territories. You need to up caravans capacity, remove their collisions with others, reduce labourer needs and stop them getting dramatic when they they have stockpile of 6 needs but are low on only 1 or 2 things. It's killing the games replayability. Foresters also don't fully replant all trees they cut down. Farmers are the main population so you will have alot of them, it makes sense they provide good tax, otherwise you'd ruin your raw resource economy by upsetting them with high tax. As it stands, adjusting the vaults taxes from their default setting is highly unreasonable and pointless.
Needs are too high and consumption is ridiculous, once you get up to curators you basically need an entire side of the gameworld map to feed into your citizens to make it work, and you CAN, but is it fun?

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
Ursprünglich geschrieben von Jartor:
Needs are too high and consumption is ridiculous, once you get up to curators you basically need an entire side of the gameworld map to feed into your citizens to make it work, and you CAN, but is it fun?

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?
smischief  [Entwickler] 11. Nov. 2024 um 10:03 
This is really great feedback, and is a key why we launched into early access to work to gain valuable insights like the above, we have taken note thanks so much for taking the time to write your thoughts out.
I managed somehow to not make laborers be angry all the time, but i had to create entire province full of wheat farms, and send like 8 caravans.

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.
Ursprünglich geschrieben von Thats How We do action in Uganda:
I managed somehow to not make laborers be angry all the time, but i had to create entire province full of wheat farms, and send like 8 caravans.

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.
These are REALLY cool ideas to be honest, albeit they would be for further down the production line of updates and things to be developed. I think you should put this in their discord :) Very dynamic and unique mixture of ideas from other games that would really break the mould of a "typical city builder". Hope the devs see it
I do think the happiness impact needs to be toned down a lil tho once I have enough laborers to unlock the beer need they go up in arms over it to outright revolt lmao. I mean what point is it that beer being a luxury item when they clearly can't go without? xD
Yea, I would say laborer needs should bring happiness to 80 and if you want that extra 20 happiness... luxury goods can play a part to fill in that gap.

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.
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Geschrieben am: 8. Nov. 2024 um 15:45
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