WaywardG

WaywardG

Joined Member # 2388876
2 Posts 3 Replies 135 Reputation

I think a reasonable approach would be to have the pioneer pack cost 1 food to produce in addition to other costs. If your pioneer dies, you get the food back, and if your pioneer successfully founds a city, the new city center takes over the 1 food upkeep to support its built-in housing limit. With this approach, however, something would need to be done about your starting city, so you don't start the game with -1 food, even if it's just as simple as every faction starting with 1 food.

13 Replies 11,475 Views

As the game currently is, the vast majority of the resources collected are from controlling special resource tiles and +X% city improvements and level bonuses that are next to worthless without said resource tiles. Additionally, all improvement construction and unit outfitting/training is solely time based. In both cases, population has no meaningful effect on anything whatsoever. My kingdom has no farmers, no merchants, no laborers, no tradesmen. . . nothing but soldiers-to-be sitting around

154 Replies 397,260 Views

I felt pretty good about how I posted this idea last night, which was an apparently bad night for posting, since the forums had to be restored and I lost my post, but let's see if I can recreate it with any justice. Basically, I'm concerned about how all structures, including resource collectors, are squeezed into what should be the urban area of cities. This leads to maps where eventually you'll see more land inside of walls than out, where walls seems to define narrow

4 Replies 5,667 Views

I built a new city, placed the inn and houses, then left the city screen and reentered to get the mine icon to appear in the build list. I selected it and attempted to place it, though it was apparently out of range for a new city. It placed anyway, but missed its target.

9 Replies 7,018 Views