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For me personally, I make it harder for myself with these settings and self-imposed rules as described in the 3rd post in this topic:
https://steamcommunity.com/app/1129580/discussions/0/3775742652431287464/
I'm currently in year 7, have only 2 other families living in my village, only just unlocked the tavern, not unlocked the mine yet. I never run out of things to do - help with the harvest, help with cooking, cleaning out stables, decorating the houses and work buildings, crafting things and travelling to the villages to sell them, hunting, mining, exploring the river banks for much desired saplings, ...
But I agree with no self-imposed Rules, you can run out of things to do quite quickly especialy if you don't like to decorate your village.
and some production buildings). My village doesn't look good in many ways, because I figure out that NPCs don't care about all that (except the decor in their houses), and I normally don't like to create useless work for myself (I'm lazy).
Currently, I'm only in my 8th year. The village is fully developed (all buildings). Population is 87 (60 adults all pair up, 17 children including my boy). Most of my villager have skill level at least 6 in their main job. Many are at level 10 in their main job. My main job now is looking out the window and wait for the day to end (5 days season seems too long now). This is considered to be a (very rush) test run so I can learn the game.
Up to this point, three things that disappoint me the most:
- NPCs don't need clothing: this would be the biggest disappointment. Smaller disappointment: NPCs also don't need anything the tavern produce.
- The wife response: just like any other stranger. I guess, my son would do the same.
- Lack of side quest variety.
I hope these three would get some care from the Devs in the future.
How to make the game less boring: as suggested above, play with some self-imposed rule so that you will have something to do very season. Playing default or shorter season (less than 10 days) would also help. In my opinion, the game should progress like this:
- Find a place to settle.
- Build up some wealth.
- Find a girl and marry her.
- Wife give quest every year/season that reward you with good (high level) people.
- Build up a village.
You can play the bottom two as progression. Invite one or a pair very season/year. See them as sort of building unlock/tech unlock as if you invite them to bring some new skill/product to your village. Live within your means. You need to trade for thing that you don't produce. Don't do all the jobs yourself.
Those are not available on 1 day seasons, and those that still are, works into next season.
Question: if I sleep in the first day to skip to the next season, will my farmers still finish all their work?
1. Random events that have direct impact on your village
- bandits attack / kidnap villagers (generate side quest to rescue or pay ransom)
- natural disaster (forest fire, flood, drought, plague). Something to requires an active response from the player
2. Market forces / dynamic markets - I shouldn't be able to run a village with an economy based on spoons. Apply the law of diminishing returns when I sell my 1,000th spoon to the same settlement. Make me diversify my production.
3. Royal mandate - the King (?) of the region demands a levy of items to support war with neighbouring nation. I have to produce (#) of (x) within (y) seasons or there is a penalty of some kind (conscription of my villagers?)
4. Inter-settlement conflict - everyone plays nice = boring.
Didn't you hear that so-and-so's wife from settlement A ran off with the farmer from settlement B? Now they're demanding compensation or they'll burn our fields.
Introduce settlement diplomacy / conflict / relations
5. Environmental damage - I've cut down every tree within 10 kms of my settlement and deploy 50 traps a season in the nearby river..... No problem, have some more trees and never-ending fish stocks. Maybe resources dry up / become contaminated over time, forcing diversification of activities.
6. Civilisation Diversity - aka Free the Serfs. Village A is a big fan of feudal serfdom, but Village B believes every man is free. What makes my settlement different from the next? Maybe introduce aspects like judicial systems, governance (meritocracy vs monarchy), economic beliefs (capitalism vs socialism), or other civic settings.
7. Diversity - not particularly inclusive atm. No racial diversity or same-sex options? Is this a historical simulation or sandbox? (I'm honestly ignorant about this)
8. Religion. Because conflict is interesting.
Fin :-D