If you've contributed via Kickstarter/PayPal/Humble at a level where you're entitled to private alpha test access or a Supporter badge please send Jon Shafer a private message with your email address.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - aoikusa6

Pages: [1]
AtG - General Discussion / Re: Suggestions Thread
« 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.

Pages: [1]