Kingdoms Reborn

Kingdoms Reborn

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Tech/Upgrade Tree suggestions
Hello, I have some suggestions...

Tech tree:
* Swap Warehouse and Marketplace on Logistics. So Logistics 2 -> Warehouse and Logistics 3-> Marketplace. The warehouse upgrade is pretty big early upgrade and makes storage piles completely obsolete.
* Add a Brick Road in the Enlightenment Age and Asphalt Road in the Industrial Age.
* Colonization should be available earlier in the tree. Also, increase the range by 5x. I should be able to build a port colony on the entire outside of the map if I want too.
* Irrigation Reservoir should be adjusted. Either increase its range from the water source by 2x, allow them to be chained in a radius, and/or double their effective radius. Right now its pretty useless.
* Electricity is pretty underwhelming and should be completely overhauled. You should have to connect the power source to the actual buildings. Also, maybe allow us to connect electricity to houses to give them extra happiness, money, upgrade levels, and perks. There's also a lot of buildings that don't get electricity upgrades.
* Oil could be usable as a fuel source for homes
* More food production choices -> Butchers, Kitchens, etc. Bakery should have more options to combine different foods. Maybe some more advanced food producers like green houses, fish farms, milk farms, etc. Right now we're mainly just relying on fruit gatherers, farms, windmill, and bakery to carry the endgame.

Upgrade Tree:
* The upgrade tree feels like its all over the place without any real clear paths like the tech tree. The influence tree is clearly laid out, but everything else just feels random. You got card upgrades... 3-5% upgrade options for different things... wonders... etc
* Remove the cards and seeds. Let us trade for them instead or get them via the regular deck hand.
* Wonders should be their own line.
* Consolidate the productivity upgrades a bit more. Charcoal Burner Improvement line should lead into Quarry/Forestry/Heating Upgrades and then Industrial. There should be less ranks.
* Food upgrades should follow the Farming Technologies path. So Farming Technologies -> Ranch Technologies -> Better Gathering Technologies and Food Production as well.
* Shrubbery/trees should be their own line and reduce their costs by a lot. It can be Shrubbery -> Cypress -> Garden and accessed early on. It costs almost 100k research just to get the Garden.
* I'm not sure what is the point of the ministry of agriculture, engineers office, and architects studio are. They only give a 5% bonus and take almost 180k each to research.
* The resource outpost seems to be useless. Compared 1:1 against a mine or oil gatherer it doesn't compete.
* Endgame sinks could be better Electricity upgrades and other things.
Date Posted: Aug 6, 2021 @ 3:32pm
Posts: 0