Just answering with my opinion:
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1# Helpers and inhabitants were never a problem, they just surprisingly appear somehow.
My idea is to limit maximum number of your helpers to 100 (base in hq) and to create 2 new types of
buildings – hut and house which will allow to increase Your total population by – 5 and 10 people
(storehouse and harbor +25). It would require creating roads in a challenging way and also to spend place and
resources on the buildings. To make hut and house work you would have to add there food and water but just once
to fill helpers place. It would fill always empty places in your settlement and you could build real city thanks
to them!
Have been thinking about such thing some years ago and finally abandonned that idea for a simple reason: It somehow doesn't fit and is
hard to control. You may never know if you have enough settlers or not. If you can just create settlers by building a house and burn
it, you still have endless settlers but it needs more time. If the maximum settlers is capped to the number of beds, what does happen
if some of those buildings burn and you currently have more? What about dying, do those settlers free up slots?
Overall my opinion on that was and is, it doesn't feel good but annyoing, thinking I have 1000 settlers and have du build 40 houses for
that - which I don't have the space for - mh.
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2# Forester -> wild animals and a hunter -> you could recreate wildlife population with forester
whose
fresh planted trees would be eaten by wild animals -> the only condition of them to reproduce is forest
with hexagon of 5 diagonal of grown trees – any new tree planted by forester will be eaten by wild animal, this
will make sense to create forest and keep it in other purpose than only for wood.
We have this addon idea
https://github.com/Return-To-The-Roots/s25client/issues/119 what about that?
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3# Pasteurs – You would have Pasteur with small hut which takes care of sheeps using huge area (I
think of
total farm usage area- hexagon with 5 diagonal), sheeps can be hunt down by hunter but - one hunter for
two shepherd will work 100%), my concerns are about blocking attackers way with this building.
Overall this would allow quite cheap (building slot wise) production of food. Currently most players will only build mills as they need
2 medium spots rather than a castle and medium slot (pig farm). Like the
https://github.com/Return-To-The-Roots/s25client/issues/119
idea somewhat more as it takes less space but is also slower.
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4# Milk could be produced by cow farms which can be turned into cheese in another building using log (as source of heat) and
milk. This would be 4th type of food. And another usage of log. I guess there could be also solution of two cow farms – produce two
milks and one cheese is made out of two milks.
For what? In general this is the same production chain with changed skin :D Although for seafaring a larger food buffer would be great,
I don't see any gameplay use of this.
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5# Orchard –another source of different type of food – fruits – just like farm it will just grow trees and they will have
fruits. No second or third building required pure production of food but takes much time to grow trees (3x as normal tree) and much to
grow fruit like (2xwheat time).
Considering the space, this might just replace any normal food production then. You may need more time but need no additional buildings
so you can build more orchards. You only need one tool (if any needed) instead of 2 different. You also need only one production cycle
rather than 3. But same es #4.
There is actually one situation where I'd like to see an addional food production: When playing with exhaustible wells. You may run out
of water at some point and then it's only wood and hunters. I've never played a game where this happened though so I'm not sure if
there is any change needed.
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6# Last new type of food – eggs from chicken farm – requires wheat and water but takes hexagon with 5 diagonal
We once had that in mind:
https://github.com/Return-To-The-Roots/s25client/issues/49
But this also has been closed as there is no need for additional food sources.
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7# this 3 presented new types of food Cheese, Fruits and Eggs will create just additional line in
mines menu they may seem too easy to get plenty of food but they would differ building types and overall planning
process of playing depending on resources and also usage of food in huts and houses
If any new food is implemented, I'd rather go this way: The displayed slots are just
any food so it doesn't matter which of the
6 types you get in. On larger maps you will never suffer "full" mines so I don't see a problem here.
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8# pretty awful separate idea – Slaughter house could also have button (like shipyard boats
and
ship) to use donkeys to produce meat. Well… sometimes you just don’t need more donkeys…
Then stop the donkey breeder? :D As this building would also drain stored donkeys you end up with 0 donkeys and then you'll need more.
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9# emptying building from resources button – You are run out of iron, but your iron smelter is full
with coal, I think it would be nice to have button allowing to take resource out of building before burning it (as
they are still counted as resources in “stock”
See:
https://github.com/Return-To-The-Roots/s25client/issues/67
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10# allowing boats to transport people (just an idea, I guess very helpful but would change playing on few maps drastically)
see:
https://github.com/Return-To-The-Roots/s25client/issues/54
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11# placing farm flags which will cause farms to sew in specific area around, sometimes you just want farmers to sew in specific
place to get more fields like this 3 fields (O) OxOxO instead of 2 xOxOx. I’m using roads to block them but it is causing creation of
unnecessary roads and communication problems
Could be a version of this one:
https://github.com/Return-To-The-Roots/s25client/issues/129
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12# fish breeder – in small hut who would renew population of fish basing on wheat, I’m afraid that there is no chance to renew
population of fish anyhow, this idea would also add animation of small fish where it can be fished, and breeder would just sew grain
like others but by edge of water (will walk in fish empty spots)
If one grain = 1 fish, this would also decrease the overall price for food so everyone would just go with fish. Also players with
coasts then have an advantage which would imbalance some maps (which people are not aware of). On the other hand this seems one way to
create food without water - but then again, should this be even possible? I still like the idea of a water purifier or a deep well
more.^^
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13# I would love to have option which allows to make forester plant chosen type of trees– like tajga, mediterran forest, mixed
or cherry trees. This is just visual but would made game even more pleasurous!
Currently I like that any newly created forest looks the same for all players. I'd rather change it so any nation plants a specific
type of forest. But that might not be what you want.
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14# Nations – Indians ( I mean Aztecs maybe?) and Hindu – well this are quite huge nations which architecture is completely
different from what is presented in original and additional Babylonians and Celts
If someone creates graphics there is nothing that prevents us from adding new nations. But there is a lot of work needed for new
nations. Just a reminder: Any new building also needs graphics for any nation.
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15# Stop bombarding catapult option!
Stop the catapult? That will stop catapults from shooting.
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16# I think there should be also additional advantage of fortress when being bombarded by catapult – it would require 3 stones
to bombard fortress and 2 to bombard watchtower .
It's not settlers like that more than 1 resource of a type is used in a work cycle. Wouldn't change that. But you could add a chance
like 50% if watchtower is hit, 33% if fortress is hit. Please also see this:
https://github.com/Return-To-The-
Roots/s25client/issues/181
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17# also there could be to choose option before battle which disallows building catapult close to border so it would be used
just for defending purpose. Or no mor than specific number of catapults per player
There already is an addon for limiting catapults. I'd rather not add an addon which disallows catapults in some areas, people will be
confused and not understand where they can build catapults and why. Currently I'm always playing with 3 catapult limit.
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18# Metalworks could have order list of required tools – I mean you don’t put how many % of specific it produces but what
amount, and every finished tool it decreases by one, means you need 2 hammers and 3 axes, You just increase in tools menu number of
required tools and it shows 2 hammers and 3 axes, then after producing 1 axe it shows 2 hammers 2 axes
Simply enable "Tool ordering" addon
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19# That lookout tower could increase range of soliders attack to buildings which were out of distance to attack
I quite dislike that because:
- If you have to set the border distance of inland buildings depending on hostile lookouttowers, you may have a lot of border areas
which makes defending nearly impossible
- If you don't set that distance depending on hostile lookouttowers, you end up with inland buildings which can be attacked but aren't
defended in any way
- overall this leads to weakly defended buildings which the enemy can just pick
I'd rather go a different way: You can only see 1 node behind your border (no matter how close enemys are) and only lookouttowers could
scout farther (or scouts).
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20# Random ships could disappear in sea ^^ would make shipyard still necessary, and give funny informations like “We’ve lost
contact with Apollo”, or “Jupiter has disappeard”
That be very annyoing and unfair in a lot of situations:
- If every player looses a ship at the same time, one may lose 20 coins while the other loses 1 board
- If it's random, one player may loses 3 ships while other players haven't
For me settlers is about indirect control and not much random (apart from fighting which can be calculated) so I'd not play with such
option.
Just as reminder, those are just my opinions, thanks for sharing your ideas :)
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Editiert von
Spike am 29.04.2020 09:03