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There needs to be a reason to buy the other businesses. At least be able to set prices there or something. Maybe you have to hire staff there since I doubt the current system (you buy the business but the former owner keeps working there) makes sense.
A way to put out an add for a specific job at a specific level of skill would be nice.
Different types of gambling table skins could be cool.
If size weren't a factor, I'd say implementing more staff for better bonuses, while also making bonuses from each staff member have less effect.
Perhaps changing the walls and floors with more/different materials could be a fun aesthetic addition in the long run. Help each saloon look different at its core structure.
Maybe with buying businesses, have their profit tracked/limited by the skill of the main character. So, if you don't know a lot about brewing, maybe you don't do so well after you buy it? Something that could be countered by hiring people to run or manage the shops.
Perhaps run for mayor, town rep, or other such fun stuff for fluff. Basically a popularity contest with bragging rights and minor buffs if any. Another long haul idea.
https://steamcommunity.com/app/1696080/discussions/0/6382186451008052907/
I also like some of the suggestions I've seen regarding unlocking building upgrades, furniture or decorative upgrades.
I think having more involvement in businesses you buy would be engaging.
Making the other businesses much more costly to buy, or each successive building more expensive than the last would be good, but that's more of stretching the current content into the mid game, as opposed to adding new.
Lots of story lines are possible as well: (Some could be deeply painful and truly challenge the survival of you and the town. of course de-selectable in the settings for the feint of heart)
Local Cattle Baron comes thru town, trying to exert his will on the local farmers...
Indians grow desperate and begin to clash with the outlying locals, you beg the governor to send in the troops but they've got troubles with the Was brewing to the East...
Gold Rush hits the area as people scramble in from all over to get rich quick...
Water troubles as the local stream runs dry and the town gets desperate, and dangerous...
Then, of course, there are the Seven classic TV western plots:
https://tvtropes.org/pmwiki/pmwiki.php/Main/TheSevenWesternPlots
cheers
Expand your Saloon in width?
Otherwise I try to put tables for customers on a floor and it doesn't work?
For the companies that we buy, is it possible in the future to be able to manage them like our Saloon?
That we manage the stocks and so on..
Add options for the hotel with travelers. There is nothing at the moment.
A management of all the establishments that we have acquired as for the Saloon. Example: staff, directors, etc etc .....
more research...
Fire risk for buildings....
This time was quite hard, fights, gunshots etc etc, not to forget the Indians.
THX.
Stef-57
So that low cash customers that only won't some cheap booze and gruel won't mind, but you won't get the higher cash people from outside the town and will have only poor quality staff available (unless you luck out and one moved in).
Now you may fix the leaks and put in new windows and this will cause higher maintenance costs, but now some desperate Prostitute or shady Croupier (below 40 skill) with little skill would be willing to move in and appear among the staff available for hire. Some better barkeeps and bouncers will become available there too. But you wouldn't be hiring them to leap forward like you do now, but to keep afloat with higher maintenance costs.
So now you want to maybe have spitoons cleared more often than when they're overflowing and get the bloodstains off the floor and once again, to keep it up maintenance goes up, but now you can almost be called respectable business so you can hire even better staff and people who will want to buy your better inventory will start coming from outside of the town.
Essentially fancily dressed up level up system, that would get you spend money upfront and cause daily costs, but in exchange you'd get access to better quality staff and better clients, interested in more expensive inventory would start frequenting your Saloon. Something that would keep putting obstacles in your way and, once again, squeeze a bit the pace at which you progress.
That would be, I think, a simpler alternative to the large and potentially unwieldy system I came up with in the other thread.
1: Indian raids on traffic. Functions like a road disruption but is a longer chain with multiple "solutions"
2: Corrupt Sheriff. Trying to run you out of town, add suspicion on a tick and other events?
3: Supply shortages. Specific goods aren't available, resort to secondary sources at a cost?
4: Town fires, something burned down or several somethings burned down
5: Town epidemics. Disease/Famine/bad luck that can be solved with skills / money.
6: Special events to drive Saloon Traffic if you sponsor them. Festivals / Colliding trains / rodeos etc
7: Rival saloon should come way earlier.
8: Taxes aren't a bad idea. This and the Sheriff role can implement a larger change involving local / regional political figures that would be a welcome change.
Mid / Late game needs more money sinks and challenge checks mainly. Some of these can be useful to slow town progress as I (and many people on these forums) think that town progress should be able to be advanced via direct monetary investment.
If you can keep the player teetering on the edge of Risk vs Reward (and taking money in the process) then it restores late game challenge. If I have nothing to spend my 20k on, then there isn't much you can do to introduce challenge that can't immediately be purchased away.
2. Disease - TB, plague, rabies etc
3. Childbirth
4. Civil unrest
5. Stage coach station / raids
6. Native unrest
7. Gold rush
8. Religious cults
9. Cattle barons coming in to take over
10. Ranch / Range wars
11. Train derailment / robbery
12. Flood
13. Stampede
14. Bathhouse
15. Offer rooms for sleeping
16. Hygiene / food poisoning
17. Jail break
18. Clan wars
19. Farming / grow own supplies
20. Mining
On the note of adding objects/decorations, you could also add things that have operational costs to mid/late game. Early electric lights, perhaps?
Additionally, it seems like there are no downsides to being friends with everyone. Maybe adding a relationship decay system so that you must spend some effort to maintain relationships. Maybe your friends should occasionally ask you for money to buy medicine for their sick aunt, or to invest in their businesses.
Imo, you should gain less Opinion from befriending the more they like you already (and the more they don't like you, so it's something like +20/+10 if they're roughly neutral, +10/+5 halfway there and +5/+1 ifthey're at +/-75). That way, if we'd introduce some form of relations decay (I also thought this should occur once your saloon grows big enough), maintaining your allies would need a proper AP investment.
I really like the idea that Allies would come to you for help every now and then, too, so it's more of a symbiotic relation, rather than them being your free firepower for the gang chain event and cheap supplies.
Make it so you can run for mayor.