[Suggestion UI improvement] City overview Trade Caravans

Hey there - i at atimes have problems when switching the adventure techs and new monsters spawn and suddenly i loose up to 4-7 caravans  in one round.

it gets hard to recall all the cities that lost a caravan!

so i suggest that at the left bar with the (units&cities) there are 2 colored dots - Blue / red (units/buildings #) i would suggest you add a yellow dot (meaning this town has one -ACTIVE- caravan - this way if a city is missing a caravan it only takes a glance at the city bar to check this.

4,272 views 3 replies
Reply #1 Top

Personally I think it would be nice if they let us attach guards to a caravan to help protect them.  I don't know how many I lost to 3hp lowbie wolves that happen to spawn right on the road that any peasant with a stick could kill.

Reply #2 Top

Quoting Lyander, reply 1
Personally I think it would be nice if they let us attach guards to a caravan to help protect them.  I don't know how many I lost to 3hp lowbie wolves that happen to spawn right on the road that any peasant with a stick could kill.
End of Lyander's quote

 

Amen.   

Reply #3 Top

I also made a suggestion that would cure this problem at

https://forums.elementalgame.com/396348

 

In short it slows down the rate that the world changes due to researched technology.  Baddies come from Spawn points, Spawn points pop infrequently, and when they do they always start spawning the lowest level baddies. However spawn points come in layers each deeper layer containing harder dudes.  When a layer is defeated (By AI, human or NPC team see https://forums.elementalgame.com/396352 )it exposes the next layer if there is one.  The depth of a spawn point is decided by your tech level,  but you won't being to see new baddies from it until several turns later.

 

I would appreciate some thoughts on those as well.