Gord
WolfHound Aug 17, 2023 @ 5:43pm
I can already think of ways to make the gameplay better, here's some of them...
  1. Have gord building and management more like dungeon building and management from games like Dungeon Keeper/War for the Overworld.
  2. Dramatically increase the pop cap for your gord so that it can evolve into a castle town/city.
  3. Make hiring, recruiting and rescuing people lost in the wilderness the primary way to increase your pop. Making babies takes generations not months to increase populations.
  4. A palisade should take weeks to build, not hours. Think about it, thats a lot of wood!
  5. Every gord should spend the first few weeks just evolving from a small camp into an official gord. (watching the palisade magically appear broke the immersion for me)

Obviously these are my opinion, I just hope some people might feel the same way.
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Showing 1-4 of 4 comments
76561199257300965 Aug 18, 2023 @ 12:34am 
Hey there!

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.
Xan84 Aug 18, 2023 @ 12:40am 
Originally posted by WolfHound:
  1. Have gord building and management more like dungeon building and management from games like Dungeon Keeper/War for the Overworld.
  2. Dramatically increase the pop cap for your gord so that it can evolve into a castle town/city.
  3. Make hiring, recruiting and rescuing people lost in the wilderness the primary way to increase your pop. Making babies takes generations not months to increase populations.
  4. A palisade should take weeks to build, not hours. Think about it, thats a lot of wood!
  5. Every gord should spend the first few weeks just evolving from a small camp into an official gord. (watching the palisade magically appear broke the immersion for me)

Obviously these are my opinion, I just hope some people might feel the same way.

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..
Joe Coffee Aug 18, 2023 @ 4:43am 
Can we make this less micromanagement somehow? Can't we show our Steward who can act as your in-game manager/avatar you toggle your labor force as you see fit, and set standards when they can serve themselves (i.e., go drink and regain sanity automatically at 40% mental health, go eat when at 20% starvation, go heal when at 30% health, etc.)? And make an upper "needs"? Like if your bot named George recovers up to 75 percent sanity, they go back to work again. No need to wait til 100 percent because you're not THAT kind of Steward!

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
Last edited by Joe Coffee; Aug 18, 2023 @ 5:07am
WolfHound Aug 18, 2023 @ 11:49am 
Originally posted by Xan84:
Originally posted by WolfHound:
  1. Have gord building and management more like dungeon building and management from games like Dungeon Keeper/War for the Overworld.
  2. Dramatically increase the pop cap for your gord so that it can evolve into a castle town/city.
  3. Make hiring, recruiting and rescuing people lost in the wilderness the primary way to increase your pop. Making babies takes generations not months to increase populations.
  4. A palisade should take weeks to build, not hours. Think about it, thats a lot of wood!
  5. Every gord should spend the first few weeks just evolving from a small camp into an official gord. (watching the palisade magically appear broke the immersion for me)

Obviously these are my opinion, I just hope some people might feel the same way.

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..
Yes! Houses! Thats probably the only point you made that I completely agree with! But...

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.
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