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It's an abstraction. The meat of the game is in the stories not the nitty gritty details of caravan management. (This applies to most of these suggestions, tbh.)
Vorax can do this for you already, although a more general option would make sense, especially for wine.
That's what guard settings do. However, it's kind of pointless since there aren't any night-time raids. That is some thing that could be added (though the game is punishing enough at least in the early phases.)
They've added storage at the Outpost, though it would be nice to be able to buy property in towns, or to invest in local industries to increase the supply of or the demand for specific goods, ala Caravaneer 2 or Dust to the End.
They're tiny compared to cargo, and also, why would you want this.
Nah.
Beasts of burden are already pulling wagons it's just abstracted.
More buildings at the outpost would be nice, though it's never going to be more than a salt mining operation. There are too many powers invested in Salum to allow competition that close.
Now, for RP purpose, you shouldn't stack all those items in the first place. Selling them is also a good way to earn bross without relying on some trade task for a bit.
As for cargo space, even if it feels small after the early game, it's kind of enough. I didn't find any other comitatus larger than that so far which would allow to fill mine with their trade goods. So, we can consider that a 600 cargo is the biggest thing ever seen in those regions. I wonder why there're no maluses for that like there're for having more than 30 slaves or 40 crew members.
But honestly, I prefer them to enrich the world available and its lore. Game mechanics are fine for now, victory conditions too.
my take is about more realistic, detail management gameplay. food and water count the same as supply bug me a lot, even more frustrating when I cant use wine, beer, grain,... as substitute when supply run out.
so far the only death penalty apart from quest events is run out of supply or run into big horde of enemy is kinda boring after 1000 days
Cargo hold is the same the only limit it bring is your ability to make money in the short time. Outpost aside, with 1000 bross you pretty much set for life. buying Yrds is just a waste of money and time, movement is the same as mamal the only food benifitit has can be solve with scout.
the only limited essential is foods while medic supply, beast lure, undead-ward charms, weapon, armor,... is nearly limitless. that why the equipment, items inventory make no sense to me when cargo hold is limit at 600.
my top 3 priority is 1st foods, 2nd weapon, 3rd medicine. so with weapon, armor dont need resupply, limitless space for medicine it really irked me to no end.
"The meat of the game is in the stories not the nitty gritty details of caravan management"
yeah, cant argue with that, it just late game is way to easy right now
"found your own trade house and help another faction to rise" sound impossible but I love it, a worthy goal at last.
In the end of day I still want my "mounted-scout" not back down from it.
Anyway, they have to make choices and then stick to them. For example, the people behind Stoneshard changed a bit some mechanics and it took them months just to find out that it remains easy past the first levels with people asking for a harder more realistic setting. It's a never-ending job, and you usually don't make people pay for that.