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You should add the ability to make spend nutrients at the shrine to get faith like every 500 to 1000 nutrients you gain one faith that would be cool like a sacrifice but with food
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Idea: cake: costs 2 flour, 5 eggs, 2 or 3 milk, and 1 fuel, having a 25 difficulty and a 1000 nutritional value, its main purpose is to turn cheep animal goods into a very efficient food.
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i really want to play this game, but the chores make it painful. things you shouldn't do in a game: bury constant-use buttons under other buttons (the first village button shouldn't exist); make the player click two buttons to organize their buildings every time they build a new one (and it doesn't even sort sub-categories like task/recipe/content,level,active/idle,waiting,etc); setting default #numberofcolonists to zero; endless stupid confirmation boxes "no resources will be lost if you combine these buildings. do you want to proceed?" (it really says this); 4 clicks to change what the manufacture building produces; an astonishing EIGHT CLICKS to tell your army to conquer a territory!.... it was almost a great game, but it feels like the dev never tried playing it!
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also The archer seems realy bugged. I lost fights where the enemy archer had negativ attack against millita and that constantly
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This game deserves a better rating. I realy dont understand the people that saying its bugged or takes long or is simply to hard. Its definitly not hard if you get the mechanics. If its to slow for you abuse the tax collector with max tax negativ happiness is not a big deal right now. This game can also be very relaxing. The deep mechanics make this game one of the best flash games ever, like carvaneer 2. People who say its bad should be gratefull that such a game even exist for free!!
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Contle, the reason the wood is still consumed in spring is because each hut has an internal fuel storage that it is trying to refill. If you want you can forbid huts from using the wood in the managment tab if u want.
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5 logs for one plank is too much. 3 would be much reasonable. A log can produce many planks in the real world anyway.
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Is there a reason that I am unable to demolish/deconstruct buildings? Is this a bug or do you need a certain research level to do this?
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Deep mining for stones is way less effective than the gatherer camps. The diplomat in the embassy really cheeses the game, just befriend and let one AI become your bulkwark. Sawmills get you more planks for less woods and when you get the wood under control switch to deep mining coal for fuel longterm. 100% tax rate is worth the happyness tradeoff you swim in money and can just spam the trader then buy lightarmors to steamroll the NPC with light cavalry.
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@arel12048 try researching forestry. you need the shovel research first tho. also, gatherer only needs 10 logs. on a side note, gatherers also have a chance to get logs so an army of gatherers is a plausible way to go
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Game is nice but managing lumber is really too annoying. You give us 100 trees per year, so 100 logs, and the most basic, cheapest buildings need 10 logs. A hunter lodge costs 50 logs, so half the yearly supply, and a gatherer camp is 80. most research need logs, tools need logs, colonizing for more forests also costs logs. A marketplace is 50 logs (10planks) and merchants are apparently very rare too. I'm in the third year and I spent most of year 2 waiting for trees to grow. 40 days in year 3, the forest is empty again, and 50 days in I'm back at waiting for next year if i want logs... still waiting by day 170.
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easy early game essentials:research fishing, get 5 planks, learn fire, then move towards managment. Meanwhile, build another gatherer, set both to resources and pray that you get copper. Use management to cut rations if you need to, and reset if you starve without getting copper. Every time you get copper, use it to build a fishing station. repeat until safe from starvation.
Also, remember to reserve most of your wood for crafting to stop your people from selfishly stealing it for petty reasons like their family dying of frostbite. Even for heating it is far more efficient to turn it into fuel.
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how are you supposed to start i dont understand can anyone help ive tried a few times but my first worker wont build and its not paused
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I get a minus in happyness for "population size" when I started doing longhouse. How do you remove it? I removed a couple of houses but it still there.
Secoundly: I know that there are even better houses later are the population limit changed when you start making thoses houses?
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It would be nice if you could make the overflow of workers that stop working facilities from the auto management move to work in buildings that have capacity temporarily (like logging camps or gatherers) or leave them
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Really nice resource management game. It really manages to capture the struggle of moving beyond subsistence.
Both of my runs so far have seen one of the AI absolutely steamroll all of the others within about 20 years, coming at me with a horde on multiple fronts before I can even get deep mines established. Not sure if this is intended behavior.
The combat system could use some work. In several instances, I've lost cavalry archers to weak attackers with a more than 14 point difference. Given the apparently low weighting of the point difference, it seems better to just make cheaper foot archers with similar survivability.
The soft reset also seemed completely pointless. Unless I was forced into it too early, it would take ten resets to receive a small bonus.