Kingdoms and Castles

Kingdoms and Castles

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Mods we'd like to see
What it says on the title - I'd love to see a mod that adds cows and dairy buildings. Maybe with a way to set them to produce milk or meat, not both, and then the opportunity to make cheese from the milk. If it adds to peasant health, that would be amazing! I'd also really enjoy more research abilities, like improving windmills or fishing boat yield, and maybe more hostile wildlife too. We've got wolves - what about bears, that maybe only come in ones or twos but can devastate swordsmen and need archers to kill off? Oh! And what about the ability to trade for luxuries that the city can't produce, that give a temporary happiness boost until they're used up?

Sorry, that was a lot of things. I'm full of ideas but I don't really have a way to make them happen myself.

What do you want to see?
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Showing 1-13 of 13 comments
sargatanus Apr 13, 2020 @ 12:12pm 
Cheaper aquaducts, longer years, ability to have military units auto-patrol would be some quick and (theoretically easy) ones I'd like to see right away.

Building upgrades that can be applied to older buildings later in the game once better resources are available to increase capacity/production/effective area/whatever is something I'd like to see but probably not exactly doable without an update.

Ability to create a map in creative mode, export it to the workshop and use to start a standard game would be sweet. More map options like sliders for amount of water/trees/wolf dens (you can be sure that wolf one will be set at/near 0 most of the time).

A pickling/canning/jarring building that preserves foods like fish, meat and produce for later, like during the winter. However, this could also be applied as a building upgrade (as mentioned above) to granaries and the like.

Large farms (self-explanatory) and plantations for luxury/industrial goods. Again this makes more sense once the game has multiple kingdoms and a trade system in place.

Crime and punishment. This is almost certainly a whole update in itself, but having a dungeon for lawbreakers and perhaps the ability to enact some laws would add a completely new aspect to the game a present some interesting scenarios. I could make a whole new post on this by itself because of all the possibilities (especially espionage once multiple kingdoms on the same map becomes a thing).

Magic and more monsters. Maybe you can get yourself a court wizard later in the game that can use special ingredients (gathered from killing monsters and completing mini-quests) to cast "spells" that provide unique bonuses to your kingdom. If anything it would provide more incentive to kill dragons earlier. One kind of monster that would have some interesting gameplay potential would be vampires as they could quietly kill off or even convert your populace. "But why should they add magic to the game? That makes it way less reealistic!" you say. Well to you I say "there's already dragons and ogres so sit down".

More animals and animal taming. As you mentioned this would lead to being able to tame some wolves and raise guard dogs in a kennel. If you're REALLY good you might be able to do this with bears (take THAT, vikings!). But it also opens the door for horses, and subsequently stables and knights/cavalry. Also cows (and goats/sheep) for a dairy and textile industry.
Varangian Apr 13, 2020 @ 2:52pm 
Different types of house designs. There needs to be 20 different kinds of house layouts so the towns doesn't look the same.
Nick_0: Apr 13, 2020 @ 11:17pm 
If it would be possible, to be able to change shadow render distance
UZBEDEAD Apr 15, 2020 @ 9:28am 
Originally posted by Varangian:
Different types of house designs. There needs to be 20 different kinds of house layouts so the towns doesn't look the same.

This and tying in with the crime and punishment would be cool.
Like ghettos are cheap and easy to build but could be hotspots for crime.
Maybe building nice houses\estates around ghettos would cause an unhappiness penalty and increase crime.
Tony Stark Apr 16, 2020 @ 3:05am 
Originally posted by Varangian:
Different types of house designs. There needs to be 20 different kinds of house layouts so the towns doesn't look the same.
mixing up the 3 existing houses is already enough visual variety for me. the only problem with this is that larger houses are always better than smaller houses. so mechanically variety in housing isnt encouraged.
kanu Apr 16, 2020 @ 8:50am 
not sure if this is a mod thing or more of a entire game thing that needs to happen, but some way to better manage jobs and people.

ie, have it so that everything gets at least 1 person assigned to it if its turned on so there is always someone at the farms, always someone at the mines always someone at the dock etc. a minimum 1 per all things if enabled before filling them up from the top down.
tattooofhername Apr 16, 2020 @ 11:37am 
I thought of another one - a priority board, like there is for jobs, but for construction tasks. So that if you've got 100 houses being built, and a plague breaks out, you can move the cemetery caretaker to the top of the list and mitigate some of the damage.
sargatanus Apr 16, 2020 @ 2:46pm 
Originally posted by tattooofhername:
I thought of another one - a priority board, like there is for jobs, but for construction tasks. So that if you've got 100 houses being built, and a plague breaks out, you can move the cemetery caretaker to the top of the list and mitigate some of the damage.

Nice. It'd also be good to have a "rush production" feature but that might be tricky with how resources are handled.
えりか Apr 16, 2020 @ 5:14pm 
Can someone make an alarm bell mod. So when the vikings attack we can click a button to call the workers back to the gates before they get abducted.
tattooofhername Apr 18, 2020 @ 1:28am 
What about a mod to add much higher capacity houses? Maybe an apartment block that holds 100 people on the same footprint as the bathhouse, but takes tools as well as stone and gold to build so you have to have an established city before you can get there.
corestandeven Apr 18, 2020 @ 2:55am 
Whilst I'd like more house variety, and therefore introduce both crime and different social status's (poor, peasants, nobles, etc) of the citizens, I would rather these be features added by the devs that modders, as these would introduce core gameplay changes.

Also, I think there needs to be a reworking of the different house types and the demands for each. Very quickly you can get Cottages and Manors, and there is no real challenge in having them besides having enough charcoal.
sargatanus Apr 18, 2020 @ 5:23am 
Yeah, Manors make Cottages pointless. If anything, I'd say that manors could be modded to meet the "apartment block" standards suggested above (minus the "footprint of a bath house" bit). That would at least create the need to use cottages in order to develop.
Sky Apr 19, 2020 @ 7:39am 
Please someone make a better anti-aliasing option like txaa who can actually get rid of the shimmering at distant objects, also anything that can make the game more smooth, even my ryzen 7 3700x has problems to get constant 30+ fps if there is more than 1000 people on town, multi-core processors are note being used very well on game
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Date Posted: Apr 13, 2020 @ 2:19am
Posts: 13