[Gameplay] Can we have city level upgrades to structures please

I would love to see some of the structures like for example the merchant or workshop improve as the city grows, its very unlikely that a merchant able to produce 1 gildar profit in a level 1 city cannot produce more with a larger population base.

I personally love the idea of large armies i would also like to beable to build defenders for each town, but i have trouble affordiing them in one gamei believe i have around 40 cities all on level up chosen to increase gildar, about half i beleive are level 2 or higher and even with a single unit in each when i can i am barely able to get 200 gildar in income my unit defenders are soo underpowered the random monsters will eat any of them. Please note i am not at war and only have 1 largish defensive mobile force to clean up some random monsters.

Also couldn't a larger city maybe train units alittle faster, produce more food to help ofset the housing costs, same with gildar income to ofset maintenance costs?

 

6,106 views 4 replies
Reply #1 Top

Me likes this idea....I also would like to see the "level up bonus" take the form of a unique building that provides said bonus, instead of just a fairly arbitrary stat bump.

Reply #2 Top

Agree with "level 1" building growing as city grows. Even if the Merchant just went: L1 - 1, L2 - 1.5, L3 - 2, L4 - 2.5, L5 - 3 (and same with arcane and tech) that would be a big help!

Reply #3 Top

I think a lot of the "depth" issues could be solved easily if they dev team would just give us a little more story along with certain aspects of the game. Continuity isn't expressly given and must be inferred in many situations.

For instance when a city levels up, a quick blurb like:

"Your settlement's population has increased to a new level, thus attracting the attention of a number of specialist wishing to establish themselves in your town. Who do you wish to grant your favor?"

  • A Merchant Trader +x (%) gildar
  • A Historian +x (%) Tech Knowledge
  • A Lore Master +x (%) Arcane Research
  • A Battle Hardened Veteran willing to protect the settlement.
  • etc.

EDIT: hopefully removed the inadvertent emoticons.

Reply #4 Top

It could be a bit of both. A new improvement and an upgrade.

I build a market at lvl 1.
When the city levels up, I can build a 2g shop over the 1g market, replacing it.
That would keep the clutter in check.

But the easiest implementation is of course, to create additional "Market" improvements - with the exact same look and function - that you could build for every city level.

Internally they'd have different IDs but on the build interface they'd all be a "Market". One for a lvl 1 requirement, the next for lvl 2...

I just picked the market at random. That would work the same way for material.
It's just... messy. You'd end up with lots of small bits of production so the afforementioned upgrade thing would be nicer. However, if you have
to find the market in a big city in order to build a better market on top of it, that wouldn't be fun.