Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2) Increase the number of improvements for buildings (number of workers, prai efficiency, warehouse and trade)
3) Maybe give the opportunity to buy all improvements for the building
4) Add improved options for items, especially for labor efficiency, such as grindstones (maybe they are already on the black market, but I don't have the items there)
5) Reduce the number of social skills in the development tree, especially for trade and labor efficiency bonuses
6) Maybe it is worth increasing the salary for political positions in the city council?
And yes - thank you for a good compilation of mods, especially for the significantly extended resource rental period
2) We already consider added more workers and stuff but in the end with all characters lvl 20 and School (Apprentice) Buff you can have even 400%+ production so we just didn't.
3) Same as 2
4/5) I still think about adding more item to chains to get more synergy between professions so they will depend on each other a little bit more. What You propose is change Skills for Clothing that may be good change
6) Positions are hold now much longer and we added Action from Dynasty that Steve created in new update so AI will also try to give gifts to office holders to gain influence
But there is little problem with mod structure and we already checked that Update will generate new mods code. In short when we push update people will not see their save's, they can copy it to new folder with number shown in menu and continue but new changes will not be applied.
That means every update will need New game..
So with that i decided to push only big update and that may take some time.
Thank You for ideas! Good day!
I'll add about #4/5
As another option, consider not only replacing Skills with Clothing, but also the co-existence of one with the other. Why is that? Because it's possible that not everyone will want to run around 10+ buildings to constantly dress workers
About point #2: What about count of item places in buildings? The number of these places and their size (count of this items)?
To be honest, to some extent this "pain" more often than productivity, because there are a lot of things to product/sell, and you try to buy enough resources for there production. And it has happened more than once that there are not enough place.
Because when there are a lot of people and their efficiency is high, they quickly use all these resources. Although here it happens more than once that a few more place is needed.
And if there are not many people, then the resources are not used so quickly and it lie in warehouse, waiting for their turn to be used or sold.
And there are always a lot of resources and things for sale, if you try to automate the process as much as possible
I'll note that I haven't explored all the mod's features yet, to be honest, so I might be missing something.
Maybe some of what I said isn't relevant in the late game, but the space definitely won't increase. And playing with several separate warehouses like building and manage resource chain from and to warehouse-like-building <-> warehouse inside work buildings in Guild 3 isn't that easy
The carrier automatically buys a cart for himself when I've already given him a horse. Is that how it's designed?
Also for storage always use barn to stack more resources that you buy cheaper and in your craft building make limits for resources hold in one time so they put all excess resources to Storage barn. Then transporters from barn can sell it forward, just set up Min/Max limits for stuff