
This game is so addicting
This is my 7-hour 7-settlements run. I admire the game so much, I keep recommending it to my friends! Once you get the hang of the game, it's so fascinating to think of the cross-town logistics. The game really opened me to thinking of so many possibilities, I want to share them so that maybe some can be considered! I know the developers are working hard, or have also considered some of those in my suggestions, but I wanna hear your thoughts as well to them. Again, thank you so much to the developers for making such a fascinating game :]]
Some suggestions in my mind:
- Increase noble house dynamics/interactions/consequences. I do good in balancing the noble houses' power and relations, so I do not know yet the negative effects of a monopolized region, but I'd like to think that even in balanced regions there would be struggles for power. I think it would add more depth if there was an option for mayors/stewards to age and die naturally, as that could lessen instances of mindless fast-forwarding. Even if the game's more management-focused, I think adding more story could make players root for certain mayors/stewards.
- I'm guessing that in the actual release, one-house-dominant regions would have tension with other one-house regions (that could maybe affect trade relations/disrupt cooperation), so that could add external count/duke/king positive/negative interactions! Maybe being in the king's favor would make it so that the king personally intervenes. Also, maybe having the option of adding more noble houses could create more tension.
- I think there could be further improvement on the charters. Personally, I'm biased to the decreased Buildings and Roads Maintenance and the added Settlement Capacity. I don't see yet the virtue of added region range (given how a lot of strategy players tend to optimize efficiency) and the decreased road construction cost (since there's no current "cost" in fast-forwarding).
- More gameplay consequences! Changing a region's capital? Add economic upsides such as temporary settlement boosts to the new capital, and penalties such as having the previous mayor gain negative relations. Downgrading the settlement's level? Have temporary negative effects to disgruntled commoners, with the length relative to how far away the new village would be. Although they feel too taxing, I think it just helps ground player behavior especially if late-game a city just suddenly becomes a hamlet.
- The Diplomat is way too OP compared to Builder and Farmer. The latter two feels more temporary in a sense, while Diplomat has a long-term value given the choice of replacing your mayors if you feel it an urgent matter. I think it could be remedied by instead having the other two also have a long-term value (e.g. Farmer having added minor bonuses to agriculture efficiency to fully-agriculture peasant settlements, Builders having faster rates for free construction bonuses for their regions.)