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(2 edits)

If you're still taking suggestions, I don't think my defenseless settlers should start in the aggressive stance. ;)

Being able to pause a building (removing its costs until it's unpaused) without destroying it would be nice; also, for worker shortages, I recommend letting the player give certain buildings priority (both for building new buildings and for staffing buildings). 

If a region has a negative amount of resources, I recommend giving then a notification up top to tell the player there's a shortage. I have twelve regions (hopefully more once I clear a path to my hostile neighbor!), and ideally I'd rather not have to cycle through all of them just to see if any are out of bread.

Similarly, if a  unit is not getting its supplies, ideally it'll say which supplies are missing so the player doesn't have to guess whether it's missing bread, copper weapons, money, or something else.

Finally, I recommend doing some work on the help section. Remember, even though you know the game like the back of your hand, us players don't. ;)

Thanks for the suggestions.

  1. I could see that being useful, Anno has features like that and I've found them handy.
  2. There is an economy button to the right of the leader portrait. That shows a breakdown of item production and usage by settlement.
  3. In the latest version, if you select a unit it should show items consumed in the lower-right, just as if you'd selected a farm.
  4. You're right. I've neglected the hep section in 3.0
(1 edit)

The problem with the economy report is that it only shows three regions at once... which means a lot of scrolling through my eighteen regions. Also, since the numbers are white whether there's a surplus or deficit, I have to look up and down the numbers for each region instead of checking at a glance for green vs red.

On a side note, I recommend adding more colors to green/red; at minimum I'd go with yellow for zeroes and cyan for large surpluses (say, 10 or higher).

I'll make a note on improving that.