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From the Game Wiki;
Each region has a Settlement Level, determined by the number and level of Burgage Plots. All regions start at settlement level 1: Small Village.
- Level 2 (Small Village) requires 5 Burgage Plots of level 1.
- Level 3 (Medium Village) requires 5 Burgage Plots of level 1 and 2 Burgage Plots of level 2.
- Level 4 (Large Village) requires 10 Burgage Plots of level 1 and 5 Burgage Plots of level 2.
Each region also has a Development.
- Each time its Settlement Level increases the region will gain a Development Point, which can be used to unlock new buildings or upgrades or make existing ones more efficient.
- There are 4 development trees, each one with 10 or 11 development branches.
(In the early access game not all are opened or fully developed yet.)
1 Farming development tree
2 Trade development tree
3 Industry development tree
4 Gathering development tree
agree - or frankly lower 6; to 5 or 4, and then carry over to make growing a priority. I'm a bit annoyed that growing is a pretty big lift took me two days to learn the ropes and get an army big enough to face the "lord" and i got spanked like a child back home... awesome.
1. Keep the points separate between regions, but increase the number of points you can get. Maybe to 11 so you can fully unlock one of the subtrees?
2. Have the points be shared between regions, but keep the developement trees separate. That way you could use points earned in one region in a different one. This would open up a lot of potentially interesting strategies.
Also, I think there should definitely be an option to reset the spent points. Maybe only once per region once it reaches the max level or something?
...Obviously 6 points is only the CURRENT limit. The max settlement is Large Town. Eventually I'm sure a province can move into the City categorization.
1. They will increase once more content is added obviously. Currently you can only upgrade to a Large Town, but I imagine there will be further upgrades, such as a Walled Town or Castle Town.
2. I'm glad there is no shared knowledge. Each town should be unique in its progression. In the current game I am playing, I had a rich berry node. Took an obvious early point into doubling the amount of berries, but as that was my only unique resource, I spent the rest of my points into trading, charcoal kilns and sheep grazing.
On my second region, I had a rich animal node with a rich iron. I went heavy on animal development and I am still currently working on getting the deep mining and I plan to get armor smithing for my 6th point.
But with these vastly two different towns focusing on two different trees, this provides unique opportunities for trading between the two regions via the pack mule/pack station. Since my home region doesn't have a lot of meat, I can now get a lot of meat and send berries to the second region. So now in my home region, I have 3 fully sustained food income for my level 2 housing plots.
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In conclusion, I hope this doesn't change. I love that each region has its own identity and I can't wait to see how that identity evolves as the game grows.
Except you can't really specialise, because you can't get enough points to really make a difference.
I think you should only NEED to spent a point once, but if a region spends a point there, they get a bonus.
For example:
You spend a point on cheaper trade routes, then that region only has to spend 25 gold maximum. Each other region that doesn't spend that point has to spend 50 gold maximum. Removing the tariffs drops prices by 10 in the region that spend the point, but only 5 in all other regions. Beekeeping allows 3 apiaries in the region that spent the point, but only 2 in all others. Sheep breed faster, apple trees mature faster, Armour and weapons sometimes produce an extra piece. Infinite mines cost a lot less, or nothing, to upgrade. Oxen and pens come standard on farms.
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Or at the very least, each region should start with a Development point and get a another one when you build your Manor.
I'd make it tech bonuses (production bonus and not item giving) and refundable. My issue is many of them are nice to have when starting a game, or starting a new region. But once it's up and running, especially your first, you might not want/need them anymore.
Like my main region I'm sure I'm going to switch to a production town, but then any food industry tech is kind of wasted (I'd like trade and weapon tech). But it's a waste to hold off tech points for years for later when you want to spend them on armor and trade. Like Rye tech or Hunting tech. Great for the initial food boost, but as you get bigger you'll be importing from a rich fert region and probably have pushed the game away anyway.
Be nice to just make them swappable, but as it's tied directly to physical things right now (like orchards etc.), how do you swap them out. So was thinking if they gave big production bonuses instead, at least you wouldn't have something weird like having things vanish when you swap.