SUGGESTION:
Make buildings upgrading to 4 or 5 so they can not be buffed.
SUGGESTION:
Make buildings upgrading to 4 or 5 so they can not be buffed.
NO!
Many times I have had folks accidently buff something I had purposely set to sleep. Not only is this a very bad idea, its ripe for griefing. Lets say I decide to sleep my gold mine because it is starting to run low on deposit. Now someone comes along and decides to "help" me by buffing it. Now it wakes up, and soon exhausts. I lose the ability to put deposits back into the mine and get the joy of building another...No Thank You.
1. Have the generals level up.
2. Roads mean faster travel.
3. A Kingdom overview that list all buildings and maybe an efficiency meter - meaning, how efficient the building is compared to if it were closer to a storehouse.
4. allow us to build brides to the small islands and utilize that space as well.
I'm only at level 19, but have a few suggestions.
1) I feel the combat is too determined. Certainly there is variability because the damage any unit can perform is a range, but I know that going against 100 troops that do 15-30 damage, I will sustain 1500-3000 HP of damage. There appears to be no way to modify this - no hero leveling, no items, no tactics. I totally understand not wanting to get into the business of leveling generals and having items for them - the games does not need that, imo. I think you could do a lot with tactics though. This would, I think, fit the feel of your game better. By tactics, I mean something like the following: Bandit camps are often surrounded by variable terrain. There could be bonuses to offense or defense, depending on what terrain type you are attacking from and to. For instance, if I attack from the mountains into a camp that is on grass, I might get an attack bonus. This would necessitate giving the player the ability to set waypoints for the generals, so that you can attack from the direction you want to. Further, if a bandit camp has a general, and the player enters his influence radius, he might ride out to meet you and seek an ambush! The player could try to circumvent the general and attach a less defended town (risking ambush from behind after the battle). Anyway, just a thought.
2) How in the world do you refill an ore mine without exhausting it and using the geologist? I know you can use the gem shop to get refilling items, but is there another way? I have not found it. I suggest that you clarify the in-game tip that informs the player that mines can be refilled and tell us how to do this.
3) add a quick key for "build road" like there is for accessing the barracks. I like making grids so I know where I can place buildings and clicking through the menu is a bit tedious.
4) some way to manufacture simple cosmetic items would be nice. you could introduce a florist or a simple wood carver, say. Even a painter that could change the color palate of a building could be neat - maybe I want all my residences different colors, for example, instead of the same. Certainly you want to keep the snazzy cosmetic and decorative items in the gem shop, but something simple might be nice.
I can only assume this has been mentioned but 45 pages ... too much to read. I would like to see a buff timer. Either when you mouse over a building or under the details tab. Something that shows you how much time your current buffs have remaining so you know when you will need to rebuff.
How about a signpost that other players can visit when visiting that let's us leave a message and a little checklist with the building icons of what we needed buffed? Also, agreed with the click option on visiting non-friend empires w/ the option for players to allow or not allow viewing.
Great job! Thanks for the time! ~Ree
How about user defined hot-keys, select the building you want with e touch of a button.
Let us stack up to 3 baskets on 1 building?
Or if not that, let us stack 3 sammiches.