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Now i have been doing some digging and you can almost make a automatic traderoute system, it should be explain how to do so in this forum post by a admin/dev (http://forum.runeforge-games.net/index.php?topic=303.0)
I would also love to have some better "Illegal incone overlook" and that would help distinc where your money is coming from, i've been experiencing a lot of "Wait, where did this money come from" moments
thanks for your suggestions. The Guild 3 will include most of that :)
Regarding TG2Ren: the RUNEFORGE team has decided, not to continue working on further patches after 4.21 is released. But you can be sure, that the learnings out of TG2 influence the developer (GolemLabs) of TG3.
- Ability to upgrade resource dens would be nice (basically investments into higher profitable business);
- Automate family members (a family member would automatically go to a closest available to his level owned business and basically become an "ownerworker" without getting ownership);
- One active member instead of three (for the sake of not cheating in politics and being able to have your full concentration on one member);
- Using things like "invitations" and "diplomacy" with your workers without the need for your character to actually being in the required place;
- Diversive development (instead of having the need to have different classes in your party - your whole family tree gains the experience in various areas (more like family wisdom, that passes onto next generations), that allows you to buy and upgrade stuff without the constant need for having different guys). Basically, when you get X-amount of profit from a business type - you get extra family experience in that perticular area (like craftsman; get a total profit of 10k - get family craftsmanship to level 2; unlock T2 craftsman upgrade on family craftsmanship level 5 and don't ever worry about having the need to have a crafter on your team for that perticular business type);
- Additionaly to previous: family level unlocks mighty ability of buying/building new businesses of that perticular type without the need of having a craftsman on your team/in your main slot;
- Automating while building; instead of having to wait until the building is done, just click on the building site and automate it and never have to worry about actually visiting that place again; becomes extremely important in mid/late-game;
- "Travelling merchants" - basically, a cart, that just buys and sells stuff without producing anything of it's own; an extra passive coin boost;
- "Dynasty mode" - get extra boosts for your next game after beating current one. Get a total posessions score to 100k - get +1 dynasty point. Get 10 points - upgrade one of the dynasty skills (like, +5% from selling things/+5% to production speed etc). Just for the sake of replayability with extra boosts for the more casual players, that want to relax and dominate.
^_^
In all, the Guild 2 with 4.20 is already very good, the most important improvements needed are to the AI and how to fit the AI into the overall economy. This will be a very difficult task. Otherwise, easy to manage trade routes are the only other thing needed to make a great game. Hopefully the developers of Guild 3 will come up with a gem.