Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We appreciate the feedback and suggestions, and I'll be passing this onto the relevant team for consideration! :)
Keep the feedback coming - we're always listening.
1 and 2 would make this into something its not. I like the small gords, not cities.
3 I like making babies?! Rescuing people from swamps in the middle of nowhere makes just as little sense as babies growing up quick. Keep the babies!
4 No, its a game man... Do you know how fast I build stone walls in Age of Empires? Even a castle? Gameplay>reality.
5 In such a hard place, you need to walls up fast or you end up missing chunks of yourself. Having the right numbers (people) making a wall from tree logs does not take that much.
What I would like is having houses. There are no houses :)
Production buildings should be attachments to houses..
https://youtu.be/l8ukak8P2vY
Speaking of Steward, how about making an actual figure in-game and if our Steward dies, game over, so we need to protect our manager from the horrors from outside and from the threats inside (i.e., your villagers losing it because you're not fulfilling their needs and they riot, right? Sounds kinda legit and fun that way). To explain further the work force aspect, you just click on something in your Stewar'ds management UI, set lumberjacks to 2 villagers, reed collectors to 1, foragers to 3, etc. AI does the rest, no more finding out who has the best traits, or switching their jobs because all the d@mn bots look alike and you nabbed the wrong one. JUST SAYIN'. I don't got time to click on George to see what's on his mind and who he is and finding out HE'S NOT THE RIGHT MAN FOR THE JOB because his title is P1SS POT cleaner and he's assigned to FOOD HANDLER. TEE-DEE-USSSsss. As it is, I'm on the tutorial and I'm already finding out I don't like this game. So I built the bar and understand how sanity works, but why do I have to click on George and then tell him to to go the bar and drink, and then I have to monitor his mental health, and then when he's sane, put him back to work? Wouldn't it be better it AI does all this? I'm the Steward, I should be concentrating on civil engineering, military intervention, and other important "government" oversight. Not being our local Social Worker or something.
So in short, make labor less micromanagement, focus on letting the AI do the tedious assignments themselves. And so long as you have the buildings...IF YOU BUILD IT, THEY WILL COME, should be your mantra.
https://youtu.be/5Ay5GqJwHF8
^^ what a Gord villager feels like when assigned to forage for food and slowly loses sanity because there's no settings that allow automated needs-fulfillment and they have to be told to go do something
Reading your response was HELL for my OCD, though I understand most of what you said. Clearly we have completely opposite preferences. Although you have to admit, this isn't Age of Empires. Its not an RTS.
However, I should have given more detail with number 1 & 2. I don't mean get rid of the gords, I mean gords could become small fortified towns or small fortified cities as a long term end goal. Not the whole game.
Number 5, you should watch some of those "I built a cabin/shelter in the woods" videos on youtube. Those guys spend at the very least a week just clearing the ground and establishing the foundation of their cabin/shelter before they even start cutting down trees and gathering natural resources. Still, I get what you're saying.