yeah it would be good when you could see if the bandits and our own guys battle and die.
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yeah it would be good when you could see if the bandits and our own guys battle and die.
1) sound settings remain once checked/muted. Kind of tired of having to re-click mute every time I log . Sorry, the sounds to me are extremely annoying!
2) Do not allow the geologist to go searching for a resource you are max at all ready. Wasting x time(hrs) waiting to learn, "opps, you are maxed out" is a serious PitA!
I just started a few days ago, so I don't know if it's been said (honestly, the first page should have all listed suggestions, 21 pages is really long), but, if you send out your Explorer and regret doing it, you should be able to cancel his mission. The thing is, I wanted more Treasure, but then my next Quest said I need to explore more land.
I think there should be a way to move building without having to knock them down and rebuild them. It'll at least give you something to do while you're waiting to replenish supplies.
need a log in on guild members to be sure they are active.
a list of players would be nice,
on the news tab if you could click on findings of the geologist and it took you there, that would save a lot of time looking for deposits
a listing of the trades made, that don't disappear right after you accept them.
Cycle through buildings
I wanted to do this today, as now I'm a high level (31), but alas it's not available. I checked out all the other hotkeys on my keyboard though haha. This is similar to cycling through units in strategy games, usually n or whatever the developer uses.
The only shortcut that I know of is 'B' will open up the Barracks menu. I haven't found any others as of yet.
An activity meter of some kind would be great! Right now I have to do an email roll call. Takes a lot of time and manual tracking of responses. Once I find a member that doesn't respond, then I have to visit the island to gage how long its been since any maintenance was done. Very tedious work.
1. Queue for geologists (2 spots) for discovering resources
2. Clickable hot links in news for collapsed mines/wells/fields upon logging in
3. Method for 'disliking' a trade - highlights trade in red for trader/tradee and sends to bottom of the list. i.e. [if trade is 50% in favor of trader relative to equivalent value of goods (see trade calculator) w/ adjustment for accepted trades of the same two commodities in the last 24 hours (skew value high/low) & player flags as dislike, mark as unfavorable]
Sorry if this has already been said but...
I'd like to see a timer on a buffed building showing how much time is left on the buff.
this is kinda a question and a suggestion.
If were producing all these troops,are we going to fight more then just NP bandits?
Or is there multiplayer battles coming soon?
it would be pritty **** cool if we could take over someone elses empire or a "copy" of their empire.or we could actually take it over and the loseing person would get the exact amount of resourses to rebiuld their empire exactly the way it was.
of course the player would have the option to partisapate in this,and in order to do so they would have to be a curtain lvl.
PvP is under development. How it will work has not yet been released, nor has a date been given for when PvP will be instituted.
I am sure it has been suggested before, but boy it would sure be helpful to add a countdown timer to buildings letting you know how much time left on the buff that is applied to the building.
Separate Trading GUI- Trading should have its own window and not under chat tab. There should be several windows in the trading. Window1(W1)-Would be the main trading window. W2. Pending trades and with who. W3. Previous trades (fail/success)
Wheat field-1.5x in wheat field addition. Instead of waiting to taking down and adding new wheat fields (which can become annoying and very tedious), allow us add more wheat onto that field but cap it at 1.5x. So a medium wheat field will be 400 wheat plus extra 200 wheat = 600 wheat max. In order to make this worth it we use the same amount of material thus we get penalized for having 600 wheat but not when we have like 200 wheat around and don't plan to go on for 24 hr.
I have not read many of the previous posts so I apologize if this has already been suggested
My suggestion involves adding another Specialist. The Specialist would be called a Recruitter and you could send him on a search for either a Mayor or a General
The Mayor search would entail him recruitting a mayor for your kingdom that has a stat attached to him of 0 to 100 with the higher numbers being more rare. The higher the stat the better your production throughout your kingdom would do.
The General search would be the same thing however the better the General that he recruits for you the better your troops attack will be.
This would do a couple of things for when pvp arrives (keep in mind that I am just speculating on how pvp will be implemented). It would give those players that do not wish to spend a ton on gems a more level playing field by allowing them to possibly have a better general than those that spend tons of money. They would still have less troops but would have better attack and defense on them. Secondly it would give them a chance to increase their production a bit to allow for quicker troop building for when they get depleted through pvp.
I see this as still giving the big money spenders a edge in the long run and it's my opinion that those spending alot on this game should have a advantage over those that dont for the fact that those that are spending are supporting the game and allowing those that dont to continue playing it
Again havent read too many of these posts yet but I have one more suggestion
I would like to see a building that functions as sort of a hospital. Troops in a battle any battle anywhere that have ever fought have not just died, some get injured. So lets send them to the medic/hospital building so they can heal over a certain amount of time and be ready for battle again
Alot of us getting into high levels find the trading system a bit silly at 400 limit.It was awesome when were low level. Can we look into getting that raised? Or even when you directly trade with another player instead of using trade can that limit at least be increased to 1000. Im sure there are others that would love to see that limit raised.
I suggest new buildings that can produce armor and piercing ability for your units. How this may work: armor would reduce by 50% the damage received by the unit wearing it, and piercing would deal the max damage for each unit stats. Of course, producing the armor or "training" a particular unit in piercing ability should be very, very expensive and worth only for your top tier units to have. It wil give you an edge versus low tier bandit camps and lower the losses vs high power bosses. It would open many new choices for us, when we have to decide which unit to be trained or fit with armor and more tactical options in battles.
im not sure but i dont think there is a direct link between castle empire and facebook if there is i havnt found it but if there isnt then that would probably be a nice addition
and i also think that there sould be able to direct your loggers and miners that would be nice and an overview of your town
My Suggestion. Reduce the amount needed for troops. It takes to much to make them when they all freaking die in one battle
Ex: I sent a team of 25 recruits and 5 bowman to a camp with 10 scavengers. I come back with 6 Recruits and 5Bowman Serious wth.
A 'repost last trade' and a 'edit last trade' button in the trade tab
So I have been thinking about this for a while, and brought it up in my guild today.
The game really needs a 4th level buff.
So my idea is to make a Picnic Spread. Add 2 new buildings, a Vineyard, for gathering grapes, and a Wine Press, that makes wine. Add 2 baskets and 10 Wine bottles for a Picnic Spread. 12 hour buff, 2x speed.
I realize this my throw off building licences balance a bit, or I'd be happy with them being gem-only buildings or something, but in my experience in this game, the 6 hour buff is just not long enough, and the 9 hour friend buff doesn't allow for a nice pattern for logging in during the day at a consistent time.
How about a Rally Point for Generals returning from Adventures? I do not really like my Generals hiding in that corner of my island.
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.