How about Generals that are supposed to take 30 minutes to transfer to Adventures, taking 30 minutes all the time, instead of taking 50 minutes sometimes.
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How about Generals that are supposed to take 30 minutes to transfer to Adventures, taking 30 minutes all the time, instead of taking 50 minutes sometimes.
really need away to keep track of mail received and sent in case of accidentally erasing. let it stay for at least a day in another section in the mail
well, with the mystery boxes, we need a way to get rid of decorations from the star menu. I have 20+ decorations in my star menu I have no intention of using and no way to get rid of.
I recently started playing and am really enjoying this game. I just opened a branch office and have found that trading is greatly accelerating my progress. However, I had a few ideas about the trading system that I thought I would share.
I find it very annoying to only be able to post a single trade, and then have to wait for 10 min to post a different trade since I only have a limited amount of time to spend on the game. I figured (correct me if I am wrong) that this was to keep people from progressing too quickly simply through trading. However, I thought of a different way to implement trading that would allow the devs to have control over the speed of progression through trading as follows: limiting trading to a new class of resources called Writs. There would be a Writ for each different producible good such as a Firwood Writ or Bronze Sword Writ and the writs would be produced by the Branch Office by converting, for example, 25 Marble into 25 Marble Writs similar to the way buffs are produced in the Provision House. The trading of Writs between players would be completely unrestricted, designed to be as fast and easy as possible, allowing people to post offers as long as they want, and not requiring trades to be confirmed through the mail system. After a trade is completed and the player wants to convert the new Writs they obtained they redeem the Writs at the Branch Office. So the process would go something like this:
1 - At the Branch Office, Player X produces 100 Hardwood Plank Writs from 100 Hardwood Planks with a Production Time of 10 min (this production time could scale with the number of Writs produced and differ for different goods)
2 - Player X posts a trade offer of 100 Hardwood Plank Writs for 100 Marble Writs and logs off.
3 - Player Y (who already had 100 Marble Writs) finds the offer and accepts. Instantly, 100 Hardwood Plank Writs appears in Player Y's storehouse and 100 Marble Writs appears in Player X's storehouse, and the trade offer disappears.
4 - Player X logs on and is informed that he received 100 Marble Writs and decides to convert them to Marble. At the Branch Office, Player X produces 100 Marble from 100 Marble Writs with a production time of 10 min.
I think this system might solve a lot of the issues people have with the current trading system, such as the loss of resources for a full day only to find out that the trade is canceled, and the limited amount of trades available, while still giving the devs a lot of power over the speed of progression people can obtain through trading by optimizing the production and redemption times for the Writs.
I apologize that this post is so long.
Summary:
Limit trading to a new class of trading goods, Writs, that must be produced from normal goods and can be redeemed for normal goods. Make trading of Writs extremely easy, unlimited, and possible while the player is offline. Adjust the time required for the production and redemption of Writs to maintain balance within the game.
To whom it may concern,
Your "Tip of the Day" the one about refilling your mines before they run out. I see the deposit refills in the gem shop, but I suggest that there could be some other way to make those. I started durning the Halloween event and I can't believe the high price of resources to create a gold mine and than only get 300 ore out of it. Or just the fact that every time a iron, coal, or gold mines runs out I have to build it again. I just don't think this is fair, there needs to be a way to refill the mines with the provision house or some other type of building that could make deposits. I have seen many people ask in the help chat, when can start making refills for my mines. So put refills in or take down your "tip of the day" about refilling your mines, to not mislead.
Solo
There needs to be a way to see all of a similar type of unit on the map. For example if you wanted to see all the firwood foresters you have in your empire you have to "travel" to each one to see what level it is. It would be great to be able to double click on a resource and select a menu, or have it pop up automatically that lists all that resource in your empire and their production statuses. That's what a king really needs at their fingertips, or maybe the regent, as the king may be off fighting for glory and gain.
New Mail System- The current mailing system needs to be overhauled. Everything shouldn't be going into one mailbox. What you need is 1 mailbox with 3 tabs. Tab-1 would be mail from other News from Moderators, players & guild members. Tab-2, would be Trading where all trades would go into. Tab-3 would be War mail, where all attacks would be sent. This way we wouldn't have to search through all the mail or in my case trash everything cause it takes up space.
New Wheatfield system- allow us to refill a wheat field without having to tear down a wheat field just because there is like 60 wheat left in order for us to restock the wheat supplies.
The things I'm about to state have probably been mentioned already. Please forgive me for the repetition. Be warned. I'm going all out with these suggestions…
There are a few things that need to be changed. What I've noticed is that many of the earlier structures require tools to build, yet you don't get the opportunity to build your own "tool shed" until later on in the game. I hope no one is foolish enough to waste their materials and back themselves into a corner but the fact that this potential dead end even exists poses a problem.
In addition, there should be an automatic refund of resources when buildings are destroyed. The buildings ARE made of natural resources and therefore recycling should be an option. I'm not asking for a full refund on resources. That would make no sense and would be unreasonable. There should at least be a partial and reasonable refund.
I really enjoy games like this that allow the player to be creative. I would like to have a feature that allows you to clear away parts of the island to place more buildings. I understand that there is already sufficient spacing but some people like to have their buildings arranged a certain way that is not found in the default island landscape and topography. Of course trees would have to be grown again and other resources would need time to replenish.
I know this game works on a grid based system. When you move a building, it snaps into place according to the next adjacent square, within the grid. The squares, that make up the grid, are much too big, however, which hampers creativity and leads to a lack of space. I would also like to see an option that allows the player to rotate their buildings. It adds to the creative experience. ( I don't just mean in increments of 90° )
As someone mentioned before, it would be nice to have an option that allows the player to move their buildings from place to place. Destruction followed by construction of the same building, in another place, is a waste of resources.
It would also be nice if you could assign unemployed villagers to a particular work station to increase production and, instead, use the buffs to increase the SPEED in which materials are produced.
As someone mentioned before, a cancel option is absolutely mandatory.
I don't have too many other suggestions, at the moment but thank you for your time and I hope you ( the developers ) take these, and other suggestions, into consideration.
Hopefully this is the right place for this if not I apologize, but how come i can only see news and system in chat box during gameplay, i also cant write anything either.
The gold mines cost way way way way way more than they are worth. It is stupid that the mining of gold is the most costly and least rewarding way of gaining coins to the point that is not economically viable to mine for gold. Either dramatically increase the amount of gold per mine (from 300 to 3000+) or dramatically reduce the cost of the mine (10% of the current cost would be a starting point). If as an offset you feel the need to increase the cost of the smelter and coinage building that would be perfectly fine as they do not have to be replaced like the mine.