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
There's still only 21 skills that can be unlocked of the full 42 elements that are in the tree.
- Allowing "at this time" only 6 points to be used for any/all of the branches the player wants to select.
- As stated the newest item was the fishing perk.
We can assume that any of the unused items that are still locked and not shown what they could be, are tied or linked to specific resources or elements of the game that are "not in the game yet".
- Some could be tied to special buildings we do not have yet, or additional use of materials we have now but do not have the "specialist" to make it.
(lets say candles from bees wax as one)
- Others may need an additional building level we are waiting for, level 4 structures for burgages, level 3 and 4 church, level 2, 3, 4 Manor building and we do not know if some industries can be "upgraded".
- Our start production and processing buildings should all be able to be "improved" or upgraded from there initial building or site. As knowledge improves, better methods for processing and production also improves. This should lead to upgrades for most if not all sites.
This could be linked to Policies, Development, a new special building to allow this.
(say a Town Hall or Guilds) or (Engineers and Logistics)
Just saying.