Kingdom: Classic

Kingdom: Classic

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Rintaro Oct 31, 2015 @ 1:54pm
Ideas For Kingdom!
Hey all, so this is a place where you all can leave your great ideas! Maybe some of the ideas you post will be used by the developers. Well there's always a chance right? Anyways, so I have a few ideas that I've been thinking about.

WARNING: This is a long post, the coin count isn't thought out but it's there to get a feel of the idea.

1. Blacksmith. I really want a blacksmith for this game, I've beat the game about 4 times now, and lategame because a boring tedious process as there's not much more to do but slowly expand to victory. I'd love a blacksmith to upgrade your men, of course make upgrades only available when you have a castle for a town hall. And make each upgrade about 10-20 coins each depending how it will affect your troops. Also if you defeat a troll portal, maybe you receive a ancient coin that you could use to access a new type of unit, so when you kill a troll portal, maybe you could learn the crossbow, and you get a new stand for it, it costing about 5-10 coins, but still have access to bowman.

2. Unit count. I find this to be really important and somewhat am curious if this will ever be added. What I mean by this is that at the top right or left of the screen, you can see how many farmers, builders, and archers you have. I find this very important so people can track their amount of units and will be easier for players to follow guides.

3. Troll siege weapons. I'd say after about maybe day 15, trolls start to bring catapults and maybe something to climb walls, again later on in the game I've never lost a wall if I have the builder upgrade, and the strongest wall. Though you do expect to hold out a while with top notch buildings, it's somewhat odd that I only need 1 wall on each side to hold forever, even in blood moons, trolls don't make even the slightest dent.

4. Maybe each king gets unique things, so maybe 1 kings farmers can farm faster because he has more knowledge on the subject, while the other king use to be a general back in the times when kingdoms were common and powerful, so he has a chance to recruit a straight up archer from a camp. (Not the best examples but you get the idea I hope.)

5. A background for our kingdom, what I mean about this is that when we expand, where the clouds and rocks are in the background, maybe replace the background with some clouds, but kingdom walls, and the city in the background, just to see how powerful you are becoming. Because to me I still feel like a small village when you look at it. A example of what i mean is
this in the background, https://s-media-cache-ak0.pinimg.com/736x/45/69/8c/45698cac624bda15e344ab3276f36050.jpg (Sorry, not sure how to do links on steam.)

6. Roads. This may not be the best idea, but maybe make it so you can construct roads in your kingdom, making your people able to move 30-40% faster.

7. Make an achievement for beating the game as a Queen, and King. Called "Kingdoms united"

In the end. I really love this game, I see this type of game able to go a far way, I get this game is still new and I can't wait to see what you guys come up with. The developers may not even read this, but if they do maybe they can get some more ideas from this post. There's so many more ideas I have but these 7 are what i'd love to see. Anyways, take it easy guys!
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Showing 1-10 of 10 comments
Mayo Oct 31, 2015 @ 3:54pm 
You realize this is a finished product, not EA. They're not adding anything else other then patches. Which they need lots of, this game is more buggy then most EA games I play.
Palandus (Banned) Oct 31, 2015 @ 3:57pm 
1) Sort of interesting. The question is how would the crossbow be "better" than the bow? Greater range? Greater damage? Greater travel speed of the bolts so they reach the target faster? I don't however think that making them worth 10-20 coins each is a good idea because if those fliers come round and eat 12 crossbowmen, thats a lot of coins to go bye bye.

2) An interesting and simple idea. I like it.

3) You've never encountered Ogres then I take it? They grab boulders and throw them at your walls and your archers behind them.

4) An interesting idea. The problem is how would the player "choose" their king, as sometimes its difficult choosing your king as is via the random king/queen generator at the start of the game?

5) I like this idea.

6) I like this idea, though I'd want them to walk faster than 30-40%.

7) Simple and elegant. I like it.
Palandus (Banned) Oct 31, 2015 @ 3:58pm 
@FATputtycat; pretty shallow gameplay for a completed product if you ask me, which you didn't. Also they did a stickied post saying that they were going to add more content.
Mayo Oct 31, 2015 @ 4:40pm 
Originally posted by Bone:
@FATputtycat; pretty shallow gameplay for a completed product if you ask me, which you didn't. Also they did a stickied post saying that they were going to add more content.
Oh, well, hopefully soon. The game is getting boring.
Rintaro Oct 31, 2015 @ 6:53pm 
Originally posted by Bone:
1) Sort of interesting. The question is how would the crossbow be "better" than the bow? Greater range? Greater damage? Greater travel speed of the bolts so they reach the target faster? I don't however think that making them worth 10-20 coins each is a good idea because if those fliers come round and eat 12 crossbowmen, thats a lot of coins to go bye bye.
____________________
For crossbowmen, I'd say the damage per hit would be much better, fire rate will be slower, but their bolts would do extra damage against the giants, as bolts have much better hitting power than a bow. Nothing amazing, but I feel like these little things need to be added so players can make up several strats.


3) You've never encountered Ogres then I take it? They grab boulders and throw them at your walls and your archers behind them.
________________________________
They throw the boulder once and their done. It would be different if the archers lost their bows after being hit, but they pick it right back up. Also they target the king, making it easy to avoid your archers. I've beaten this game several times, had 5 of them attack one side, they took out maybe 2 archers that needed to train again, issue is, archers can pick the bow back up and continue firing.

I'm glad you liked the ideas, keep in mind the amount of coins were a rough idea, but just to make you get the jist of what I'm saying. Thanks for replying in a constructive way =)
FridayBiology Oct 31, 2015 @ 8:14pm 
I'd like something to build on broken Portal remains as well as a way to make forest clearings as currently its more of process to explore deep into the forest, if you find tree that allows "X" mark then send a wave of builders to chop down tree (s) and hope that that side doesn't get attacked.

Suggestion / Ideas

> Treasury - Revenue structure built of remains of broken portal
spend # coin to spawn "flag banner"
"flag banner" changes civs in to Treasury officer who then "taxs" farms and stores coin in "x" number of coin Treasury structure.
> Could then allow Thief mob which requires "x" number of coin to be satited. Carries bag.

> Option to prevent/remove double tapping keys to cause horse to gallop.

> Weather event - Thunderstorm
Lightning storm could stick trees which causes damage to Towers as well as fliers.

> Marsh land - "slow" effect environment.
Could require dam ing or structure to be built to stablise and remove. Adds variety.

> Small rockie outcrop : Stablity Structure
spend # coin to build location that allows stationing of additional catapult. more variety.
> allowance of additional catapult to be built.

> Turnips/Wheat - Farm crop
Adds variety.
DarkThief Darek Oct 31, 2015 @ 8:16pm 
Pretty nice ideas there. I really hope for more medieval units, upgrades and such. But then we also need more monsters that make the game more difficult and where it's required to build all the new stuff.

Point 5 (Kingdom background) is probably the best suggestion and I 100% agree with it. I also noticed the boring background and wished for a better and more diverse one.
And with the art style I think you can draw so many nice things in the background and you will feel like creating a kingdom.
Right now it's - like you correctly said - just a village with huge empty spaces and walls/towers inbetween.
The trees defined the forest background so I guess the walls would define the kingdom background. If a wall is breached you would see a destroyed kingdom in that section. :)
FridayBiology Oct 31, 2015 @ 8:38pm 
Originally posted by DarkThief Darek:
Right now it's - like you correctly said - just a village with huge empty spaces and walls/towers inbetween.
The trees defined the forest background so I guess the walls would define the kingdom background. If a wall is breached you would see a destroyed kingdom in that section. :)

+1 breached wall = ruins or disrepair in background.

Maybe also if two walls are close together then you should get that background wall between the two walls same as village hall/castle to make little outposts :worker:

> Camp fire - idle location for possibly another new unit.
Last edited by FridayBiology; Oct 31, 2015 @ 8:42pm
Xenobeast Nov 1, 2015 @ 9:21pm 
I got a lot of these idea while waiting to survive day 100.

Behaviors
Normal civs, farmers, and workers should be cowardly. By that I mean if it’s night and there is not a wall between them and the nearest portal, they will run towards the capital until there is a wall between them and danger.
Knights should not be able to be eaten by flyers. They have so much armor I think they should be able to get away with only some damage.

Civs
-siege engineer
You should be able to recruit up to 2 of these per side in the workshop after you complete the catapults for that side. They will not respond to build orders or repair anything that’s damaged. Their job would be to stand by the catapult at all times and reload it when it goes off.
-spear men
An extension to the area where you recruit archers, these men stand in front of your archers and will take damage instead of being eaten. While they have less health than a knight, anything that attacks them will automatically take damage and you can have more of them than knights.
-banner carrier
Takes the leadership role that the knight takes now. Though they will always be in the back of your army and cannot attack, they are able to recruit several troops into a unit. That unit will always be there to defend your farthest wall and can attack a portal.
-migraters
If you clear an entire side of camp sites one migrater will automatically spawn each dawn from the edge of the map, slowly walk to your capital and wait to be paid there to work for you. Each migrater costs 2 gold to hire but it’s better than not having any civs at all.

Enemies
-thorn spitter
Shows up fairly early, between day 10 and 15. Loves to lob spines over walls and disrupt your troops but they have no way to damage your walls and will die quickly in the sunlight. These creatures can be bribed, are terrible shots, and ignore archers that are in towers. As a side note the knight hit box should be higher than the archers so they take the thorn shots instead late game.
-crawlers
Shows up after between day 25 and 30. These things see your mighty walls as nothing more than an inconvenience and will crawl over them to eat your troops. They can’t be bribed but will leave once they eat one of your tasty civs.
-hunters
A flying unit that shows up sometime late in the game when the forces of evil are tired of playing around. These creatures will fly over your kingdom to come after the king/queen exclusively to try and steal the crown. They are so obsessively focused on you, you can lead them into a pack of archers to die or you can bribe them to leave you alone.
lucas_sagrado Dec 6, 2018 @ 10:45am 
1. Neighboring Kingdoms and Foreign Realms

 -Add neighboring kingdoms on the same map as your realm and
  foreign nations (mechanics practically equal to those of the
  neighbors but off the map)
 -Clicking the neighbor's castle or a bar in the corner
  upper or lower left will bring up
  diplomacy, trade or war

1.1 Neighboring Realms

  "They can spawn in the easy mode of play when their kingdom
  obtains the title of busy village or, in the normal and
  difficult to spawn at the same time as the player
  -The neighbors will grow and become infinitely
  unless the player takes some action, increases
  population, production of resources and gold, army, etc.
  - Whenever you hear a viking invasion there is a 65% chance
  that the target is the realm with the highest title, either the player or the
  neighbor, and 50% chance the target is the player or the neighbor
  if they both have the same title or if it is a
  Dragon
  - During the game the neighbors will randomly have one of
  three attitudes: satisfied, balanced or expansionist.

1.2 Foreign realms
 
  "It will always be a great stable kingdom that will never grow or
  will die indifferent to the level of the game
  -Can be dominated and transformed into colony by the player
  through hostile attitudes
  -They will be targeted by a Viking invasion by decade and the target of
  a dragon attack every 15 years unlocking new
  interaction options for the player (the Viking attacks and
  Dragon attacks do not interfere with attacks against
  player)
  -During the game foreign realms will have an attitude of
  balanced or expansionary


1.3 Attitudes

  - Satisfied kingdoms will not evolve during the game when
  become a busy village or will remain as they are
  if the game starts in hard mode, they will always rebuild
  everything that was destroyed until it looks like it was not even destroyed.
  During wars against the player they will always keep a
  defensive posture. They will sell for less and will buy for
  more
  but in a reduced way
  - Balanced kingdoms will grow and evolve periodically until
  reach the maximum title and then grow slowly until
  no more space, 15% chance of not rebuilding
  which was destroyed and a 15% chance to build another
  construction on top unless it is a construction
  Special. In war against the player periodically
  exchanged their positions, defended or objected during the war.
  Buy for less and sell for more and own
  negotiate many resources
  - Spanish-speaking neighbors always sought to develop and
  and are susceptible to declare war on the player if he
  defending a Viking attack if it is at war
  against another kingdom, if both have the same level of strength
  or if it is stronger than the player. Will buy for less and
  they will sell for more in a reduced way but will always accept
  sales proposals
  -Reinvesting foreign kingdoms only ever
  declare war on the player but will be very strong during
  wars and rebellions

2 units

  -Increase the generals limit for 10
  -Add sieving unit, per 150 stone 200 wood
  and 150 gold (bought at the blacksmith), or ogre (bought from
   foreign kingdoms for 200 gold each) as well as the
  vikings
  -Negotiating, bought for 25 gold in the markets,
  periodically consume 2 stone wood and food and will
  Negotiate with returning neighbors with 5 stone wood
  and food (or simply place it to produce 3 of
  wood and food) is required to perform the
  trade with your neighbors
  -Diplomata, available for 10 gold in the castle, necessary
  to unlock the options of diplomacy with neighbors and
  foreign realms, possible to have up to 2.
  -Negociante Naval, available at the port for 300 wood and 200
  stone or 500 gold if the standard merchant is selling
  some ship, equal to the dealer but would have consumed 50
  wood and gold and will return with 85 of each (or place
  that it produces 35 stone wood and food) needed to
  unlock trade with foreigners
  -Caravan trading, buyable per 100 gold in the guild,
  dealer improvement has reduced travel time,
  consumes the 15 of stone and wood food and returns with 30
  of each (or put that it produces 20 of stone food and
  wood), buy for 20% cheaper and sell for 20% more
  -Marker, improvement of naval dealer, purchased by
  500 gold in the guild or per 1000 by the merchant ship if
  this is for sale by the owner, have all the
  characteristics of the naval dealer but double

3. Diplomacy -

  -There are 8 options for diplomacy with neighboring kingdoms, 3
  options with foreign realms and 4 options with colonies
   -The diplomacy options with the neighbors are:
  commercial mission, when a dealer / caravan
  available, the player may choose this option.
  option that will open the trading options of the base game but
  limited to the merchant / commercial caravan load limit
  and after all it will be necessary to pay him 10/50 gold for him
  to carry out the trade mission; Improve relationships with
  neighbor selected; Worse relations with the neighbor
  selected; Declare war / peace agreement; Propose alliance /
  Breaking alliance, allies will always help if they help in
  war and if one is being attacked by vikings if one is not
  help the other during a war the alliance will break and form
  defacto pact / dissolve defacto pact whoever is in
  a defending pact should help the other if any of them
  in a pre-emptive war and Viking attacks if a
  not helping the other the covenant will break; Delimit frontier, do
  an agreement to formalize the border and what territory it belongs to
  to whom and the size of the territory that the player can claim
  with this option is directly linked with the title, population,
  and opinion of both kingdoms, contented kingdoms allow the
  player to delimit more territory for the same with this action
  -Unification by marriage, if the neighboring kingdom has a
  very high opinion and the monarch, or heir, is of the opposite sex
  that of the monarch or heir of the realm of the
  makes it possible and the whole kingdom of your neighbor becomes part of the
  player's realm and happiness earns a +30 bonus for 5 years
  -The options of diplomacy with the foreign realms are:
  commercial mission (the same with neighboring countries in
  proportion); To send general, the chosen general is
  sent to help the country during a viking attack like this.
  increasing profit on commercial missions
  temporarily and declare war / peace agreement
  -The options of diplomacy with the colonies are: to adjust
  tax, see happiness, command general and ensure
  independence, bonus or penalty in the
  trade missions with the foreign country in accordance with
  colony happiness at the time of release and how long
  was under the dominion of the player

4. War

  -When declared war against a neighboring kingdom wins
  who first enemy king, if it is not a tie, during the war
  there is a bonus consumption of 20 food (+3 per soldier,
  +5 for general, +6 for king and maybe + 20 for ogre), 10 wood
  (+5 per siege weapon), 10 stone (+5 per siege weapon), +2
  equipment (+2 per soldier, +3 per general and king and +4 per
  siege weapon) and +5 gold per soldier, +7 per general and
  + 10for a siege weapon.
  - If you capture the enemy king when you defeat him in battle (50% of
  chance to die) or when you capture the enemy castle
  -To attack foreign realms it is necessary to send
  generals and the king in a port besides spending 20 gold +5 per
  general
  - Foreign kingdoms may conduct naval
  player, like the Vikings, sending generals siege weapons
  and sometimes the king himself
  -To capture the king of a foreign kingdom must defeat him
  in a battle (20% chance of him dying) or send
  troops and more troops to the enemy kingdom, the more troops
  have in comparison with the enemy in its territory greater than
  chance to capture the enemy king
  -The peace options for a neighboring kingdom are complete
  resulting in a penalty of -60
  for the population of the conquered territory; Pay a tribute
  gold, wood, stone and food each year and devastate,
  plunder as much of the existing resources as
  gold and increasing the happiness of its population
  in 30
  -In the peace chords with foreign realms there are options
  paying tribute and devastation cause severe penalties in the
  commercial missions for 50 years and complete annexation, the
  transforming into a colony
  -The player is also susceptible to these options if he
  losing a war the total annexation would cause a game over
  -Colonies are formed when the player appends a realm
  foreign
  -Colonies pay taxes
  -Commercial missions to colonies are impossible but
  resource income of naval dealer / naval merchant
  receives a bonus of 4x
  -Colonies have happiness, which if it is high increases
  the bonus features to 5x and do not lose happiness with
  taxes a little high
  -Colônias with low happiness receives penalty of
  Happiness to even when taxes are not low
  -When happiness gets very low there are rebellions that
  require soldiers to contain them if not the colony becomes
  again a foreign kingdom immediately begins a
  war with the player being on the hostl side.

6 Royal Family

  "A kingdom needs a monarch!"
  - Each monarch can have a bonus or penalty like -5 for
  happiness or +2 wood production
  "System of generations of monarchs, generations can be
  short, 5 years, medium, 25 years, and long, 50 years. The generation
  ends when the monarch dies, thus making his
  son / daughter or brother / sister the next monarch
   -The king or queen can become an extra general by clicking on the
  castle of grace, soldiers attached to the monarch receive
  bonus of 25% of hp and damage
  -General and soldiers attached to generals receive bonuses
  of 10% of hp and damage
   -When a monarch dies the kingdom receives a penalty
  of -20 happiness, if he died before 25 years of reign,
  -30 if you live less than 40 years of reign and -60 if you died
  with 40 years of reign or more. The penalty lasts 1 year
  -If all of the royal family die a new king is chosen
  by the councilors and the kingdom suffers a penalty of -30
  happiness for 2 years
  
  7. Buildings

  -Guild, for 150 wood 50 stone and 200 gold fade
  improvements for naval dealer and dealer

This English is from google translator, please forgive the spelling mistakes, if they exist
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