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Recruit
I haven't the time to read all the pages but i do have some suggestions...
- a buff timer : allows you to see when the buff will wear off
- adding a resource bonus to lower level quests so new players are not waiting forever to continue building
- changing the values of items produced.... i.e. fir wood sawmill makes more planks per log since in real life you can get multiple planks from one log( 1 log = 5 planks)
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Buff timers in the workyards and mines would be very helpful, especially since we don't know when exactly they were buffed by friends.
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Wheat Deposit- 10 Wheat +20 water +1 gold coin = 100 wheat, so 25 sets would be 2500 wheat, total cost 250 wheat + 500 water + 25 gold coin.
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A construction option on wheat fields to resowe them. It should use the same resources but refill the fields seperate the construction Que. some people in my guild spend 2-3 hours a day on fields alone. a dreadfully mind numbing and fun killing experience.
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Mayor
I would like a water icon on the top bar. Or better yet, make the hw, marble and tools displays interchangeable to any resource I like.
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It would be nice if you could rename or nickname your generals. Scouts and geologists could be nice but not really necessary. For example, I'd like to name my fastest general (if I had one) something like HMT Olympic so I can keep track of which general I use for transporting troops to battle.
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I'd like to see more types of specialists available to purchase at the tavern.
The new specialists would be able enhance/buff certain buildings or increase overall production of a certain good or class of goods across your whole island by some small percentage. For example, an industrial adviser could increase the production of lumberyards, mines, smelters while agriculture specialist would be able to focus on foresters, farms, and hunters. Would be cool to be able to pay X amount of gold for a specialist that can assigned to a building and enhance the production much like a basket does but without a time limit. The purchase price for such an epic item should be high and perhaps there should be a limit of how many of these specialist you can own at once based on your level. Another way to implement the specialists buff would be done so using the general's tent mechanic. So you could place the new specialist on the map next to the buildings you want buffed or enhanced in some way. The idea of an engineering specialist that could slightly reduce coal consumption in his small radius comes to mind as a potential example.
These specialists may also be given the power to perform special assignments much like the scout's ability to treasure hunt and find adventures. The idea of being able to "gamble" a large amount of certain common resources away for a chance to get a modest amount of something really rare would be something that I'm sure would be a welcome addition to the game. These gambles would be level and time restricted in the same way the scouts abilities are.
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1> quick build bar (like where our Zones use to be) would be nice to have a shortcut to freq rebuilt buildings (mines/fields etc)
2> repeat trade button: either for individuals or the trade tab just to push the offer back out. It takes forever to trade someone 2k water
3> trade packages EG 25 recruits is 125 Wine and 250 Bronze Swords into one trade offer
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I have spent a bit of money on gems to buy gifts in hopes of winning a witches tower (tapped out my debit card lol) I have gotten a statue, a vine covered ruin, and 3 crumbling walls. I understand that its totally random but that constitutes a pretty hefty price to spend out and not get what your trying for. So, my suggestion is why not just put the rare items up for gems or presents so we can buy what we want instead of gambling for them? It makes me want to keep my money in the bank if I can't get what I am after in the game. I don't mind supporting the game if I am able to get the things I would like to have.
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This is a very good idea and I like all of the above!
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