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Author Topic: Suggestions Thread  (Read 297 times)

Suggestions Thread
« on: January 26, 2019, 06:02:37 AM »
To make it easier for Jon to see/answer our suggestions on AtG improvement I suggest to post them in this thread.

Re: Suggestions Thread
« Reply #1 on: January 26, 2019, 06:07:26 AM »
• Please add an option to see how many move point left when a unit move to some tile (in tooltip when you hover on tile?). I many times find myself in a situation when I click on some tile but my move points for the current unit was already gone so I gave an order for the next unit I didn’t mean to.
• A minimap would be a good addition to UI. It will make strategic situation clearer while you are exploring, especially with several explorers in different parts of the map.
• Add active clans info on Clan Screen. It is crucial to see their profession, traits, lvl, etc. Right now we can only check them on the map one by one.
« Last Edit: January 26, 2019, 06:46:19 AM by Vovchigus »

Re: Suggestions Thread
« Reply #2 on: January 26, 2019, 10:23:04 AM »
I'll definitely echo those last two.  I'd love a minimap and I'd also love a convenient way to look at all clans regardless of where they are on the map.

Re: Suggestions Thread
« Reply #3 on: January 26, 2019, 11:01:56 AM »
• Add active clans info on Clan Screen. It is crucial to see their profession, traits, lvl, etc. Right now we can only check them on the map one by one.

and switches your view to them with a click.

Re: Suggestions Thread
« Reply #4 on: January 27, 2019, 04:20:46 PM »
Yes, a Clan Screen would be very useful, to have a global glance at all the Clans in game, and to see where they are (in the settlement, around the map, residents in a structure), and to quickly find who has desires/feuds etc.

Another useful screen could list the structures built on the map, to know how much they're producing, the time to degrade and eventually other info.

Re: Suggestions Thread
« Reply #5 on: January 27, 2019, 05:39:29 PM »
I could definitely use some form of display re settled versus active professions.  I figured "anything in a building" is settled, so I stuck a clan that wants to be settled in a mine and turns out that's active.

Thankfully, it seems every discipline has some in-the-capital (i.e. settled, I think, now?) professions

Re: Suggestions Thread
« Reply #6 on: January 27, 2019, 08:38:46 PM »
-Watchtowers should be a place where tribes can heal

Re: Suggestions Thread
« Reply #7 on: January 27, 2019, 11:03:10 PM »
When you have the clan window open and you click on the Study button it should open the Professions window.

Re: Suggestions Thread
« Reply #8 on: January 27, 2019, 11:03:28 PM »
On the Knowledge screen, after clicking the Show More button once there should be a Show Less button next to the Show All button to take you back down to the first level. As it stands you have to keep clicking the same button (Show all, then Show less) to take you to the basic level.

Re: Suggestions Thread
« Reply #9 on: January 28, 2019, 05:41:47 AM »
Suggestion; New profession Mayor (or Village head etc.) (Discovery) (Noble)
Mayors may Create Village Structures (from Lumber) or Town Structures (from Stone blocks) after a kingdom has been established

Villages and/or Towns must be created within borders, and extend borders when built.  They allow a place where clans can Heal, come in from the cold (Villages) additionally Work and Train (Towns).  The limit on clans that can be trained at any one time is not increased.

Should the main settlement be pillaged or occupied a Town may become the new main settlement.

Further idea, a Town specialises in a discipline, granting a bonus to that discipline, and a penalty to the mood of clans outwith that discipline working in that Town

Re: Suggestions Thread
« Reply #10 on: January 29, 2019, 07:57:18 AM »
As I was a fan of Civ V and really like this game so far (around 20 hours with v 1.0), here is a few suggestions for the game:

Clan aspect:

Rework the way you get new clan or their traits, as of right now, it's totally RNG depend. Either add reroll option, or score pick option (similar to endless series when you build new faction), or enhance option (instructor can add new traits)
Add option to remove penalty from captured clan/building.
Add exile or detele clan option.
Rework some traits, for example "Boisterous" is anti synergies for itself (clan that want to do something in the settlement but also feuding?) or "lecherous" or something similar that give -2 mood for all other clan for nothing and then tag with some social bonus traits.
Punishing clan is too much of a downside, and there is no other way around it. Yes, you can pick a clan that you want to be punish, but that just weaken them down and after two punishing they're as good as dead weight in your settle.

Economic aspect:

Stone blocks just win everything, either you find a stone or coal deposit and process to get a stable source of it, that's all there is to build your empire. Otherwise you will find yourself become a scavenger through the land.

Military aspect:

Maybe you heard it already but archers attack in close combat is not that wise in any game that claim to be strategy genre. Also the lack of counter unit aspect just make this game become "build full knight when you can" game.

I hope you can make this game become better and better over time, thank you.

Re: Suggestions Thread
« Reply #11 on: January 29, 2019, 08:44:11 PM »
Hi, having a lot of fun with this, but a number of suggestions for the future:

  • Label the Roman capitals in the hover tooltips and/or use different city graphics to differentiate them (hadn't realized you could click cities to see their names & was convinced the capital I needed to conquer didn't exist).
  • Make the resources side panel hoverable or some way to bring it to the front when in the clan or other screens (it's annyoing sometimes to have to back all the way out of a screen to check what your resource amounts are)
  • Not sure if this is a bug, but after a Clan switches professions, the "upgrade options" icons (the green arrow pointing up) for past professions remain on the Clan's portrait; would be nice to hide those unless they switch back
  • Is there a reason old desire icons remain on a Clan's portrait?  Seems like it would be more efficient to just explain what desire was satsified on the mood indicator instead.
  • Again, not sure if it's a bug, but clans that engage in a feud and then are punished get a -2 mood indicator: -1 for being punished; -1 for not having their reciprocal desire to punish the other clan satisfied.  That seems overly punitive and possibly unintended that punishing a clan for a feud will just automatically give it -2 mood.

Re: Suggestions Thread
« Reply #12 on: January 29, 2019, 11:06:48 PM »
~ I believe that somewhere down the line each civ should have a unique military unit, if possible.
~ Watchtowers could have apprentices giving ability to heal. (Or introduce a healer profession)
Suggestion; New profession Mayor (or Village head etc.) (Discovery) (Noble)
Mayors may Create Village Structures (from Lumber) or Town Structures (from Stone blocks) after a kingdom has been established

Villages and/or Towns must be created within borders, and extend borders when built.  They allow a place where clans can Heal, come in from the cold (Villages) additionally Work and Train (Towns).  The limit on clans that can be trained at any one time is not increased.

Should the main settlement be pillaged or occupied a Town may become the new main settlement.

Further idea, a Town specialises in a discipline, granting a bonus to that discipline, and a penalty to the mood of clans outwith that discipline working in that Town
Villages and town sound like a great idea for this game, to making kingdoms special.