Latest play through: A lot better than release but still some heavily needed features

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  • updated
  • Considering

Having tonnes of fun so far but here are my thoughts

  • Prisoners - seems very difficult and unclear how you recruit them at this stage, the penalty for releasing them is extremely steep (20y+ of very negative debuff)
  • Enchanted gear - really cool having random modifiers, it is a nightmare trying to give the relevant nobles good green/blue/epic gear based on their skills and jobs
  • Gear cont. - Please restrict pawns to only be able to take 1 piece of gear per slot, giving out gear should be a matter of replacing, not adding and removing
  • Studying/research system - Not sure every noble having to study a new building/item is a good iteration on the normal research paradigms in established colony sims. At the moment I'm checking back every so often to see if I have unlocked something, IMO it should be an active task (research) rather than something that happens passively. 
  • Further balancing of esteem modifiers - like mentioned above, releasing prisoners is very harsh. Having multiple nobles who also hate anything that is not a 'tiny' kingdom seems like a pointless trait. 
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killabi
  • Considering

Hey friend - thanks for these - any chance you can split them up into separate items? Will save me the time so that I can put it towards improvements! Thanks!