Frisia
Natural Resources/Maritime Employment
Just had a play-through and really enjoyed the game so far. Very aware the game is still in its infancy and you probably have plenty of ideas in which directions to expand. Nevertheless, I'll add some thoughts I had during my game:

Some ideas:

Sheep: An absolute must for a game set in Frisia. Perhaps if in future labour is split between male and female, one of the jobs fulfilled by female workers could be in spinning wool and making such things as jumpers and sails.

Fish: can be harvested after building a fisher's hut which sends out a fishing boat during the flood. For processing perhaps a smoke-house and fishmonger are further required?

Seals: Could be something similar. Perhaps also a dynamic where hunting seals increases fish numbers?

Seabirds + Eggs: If we see some kind of cliffs later on this might be a neat addition.

Farming: adding other kinds of wheat, for instance rye for rye-bread or barley that can be turned into hops and then into beer and sold in taverns would be interesting to see.

Amber: can wash up on the shore and perhaps require a jeweller to work into jewellery.

Tourism: What if over-harvesting natural resources leads to a decrease in tourism and money? Having jewellers working amber increases tourism. But perhaps tourism can also have certain negative affects meaning it changes a player's choices?

Emigration: A sort of reverse feature that unless certain conditions are met, or perhaps just a background process where you lose a certain % of population with emigration. This was and is a huge problem still on the Waadeilannen. Balancing this and tourism could be really interesting.

Flooding: what if as well as the eb and flood there are also serious storms and areas that are susceptible to flooding where buildings are damaged. If you really wanted to ratchet it up these could even then form new islands as often happened in this area.

Dikes: Maybe a late game development that costs a great deal of labour and money, but what if to combat the aforementioned flooding you could build dikes.

Silting: Another natural process that caused significant environmental changes and posed a threat to Waadeilanners in the past. Perhaps certain sandy areas are particularly in danger of this and can be protected by planting trees?

Halligen: Being able to settle multiple islands would also be neat. Perhaps on smaller pieces of land it might be possible to construct a "hallig" - the Waadsee terpen of small hills on which a house can be built to withstand the flood.

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As I said - enjoyed the game now although there isn't (yet) a lot of depth. These were some ideas I had that you might consider. However it develops, I'm looking forward to seeing the direction it goes in!
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Jun 28, 2024 @ 5:21am 
Hi, thank you very much for the detailed feedback! Again a lot of really nice touches and ideas! Someone mentioned it aswell, but i love the Amber-Jewellery idea.

In terms of Halligen, I am currently working on a new map that has much smaller but more islands with a much more interesting structure to it.

Something like Tourism would probably be more like an endgame feature, because of the time period the game is set in. But I can definitely see some late 19th century Health resorts coming up, offering recreation from the dirty industrialised cities of the time.

Flooding and Dikes would be a nice feature as well, sadly I cant promise the implementation of this, due to technical limitations on my end.

Something I will look out for (especially because I am getting so much awesome ideas and feedback) is not to cramp too many mechanics and features into the game at an early stage and rather focus on one aspect at a time (the next big one will be most likely ships) But I'm looking forward to the future, really exciting stuff!
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