Prinza the Hunter
Monarch
Proposal:
As prizes for expeditions, do mot give a specific building but instead give the building type. For example, instead of giving a Tannery in the Inventory, give a 'Production Building'. The specific production building is determined when the item is used from the inventory, instead of when it is given as a prize.
(I could not find any similar suggestion.)
The same could apply to happiness buildings and houses, but I will give examples with production buildings.
The same mechanism could be used for Events.
Reason:
A player might not want another production building until they have entered the next age, or may even have surpassed the technology and be planning to build a better production building (this happened with me, where I was given a tannery having recently deleted one to build a shoemaker and was planning to build alchemists next).
The prize has greater meaning when it is relevant at the time it is wanted, rather than being only relevant when it is given. It can create a negative feeling to be given something useless other than any cashing-in value.
Details:
The expedition front-end remains unchanged. It already says something like "Production Building .. 20%".
When the production building is given as a reward, an item is put into the inventory that says "Production building."
When the player chooses to use the building from the Inventory, the exact building is determined at that time. This can be done in one of two ways:
Visual Aids:
(None needed?)
Balance:
By being able to store buildings in the inventory by type rather than by unit, players can more easily afford to build as soon as they have the required technology. A player who gets a 'Production Building' in the Iron Age could potentially hold onto it until they can build a Shellfish Farm, though this is highly unlikely as they would miss out on the benefits in the meantime.
If the faster development is seen as an issue, the item in the inventory could have a coins and supply value given to it which the player must make up the difference when using it for a specific building. That's getting messy for a very minor issue, though.
Summary:
Players concerned about irrelevancies in Expeditions (or who find Events annoying) might change their mind if the ability is there to collect buildings which will have some future relevance.
This proposal will make players more satisfied with playing the game, less annoyed at being given the 'wrong' building and lead to greater interactivity.
As prizes for expeditions, do mot give a specific building but instead give the building type. For example, instead of giving a Tannery in the Inventory, give a 'Production Building'. The specific production building is determined when the item is used from the inventory, instead of when it is given as a prize.
(I could not find any similar suggestion.)
The same could apply to happiness buildings and houses, but I will give examples with production buildings.
The same mechanism could be used for Events.
Reason:
A player might not want another production building until they have entered the next age, or may even have surpassed the technology and be planning to build a better production building (this happened with me, where I was given a tannery having recently deleted one to build a shoemaker and was planning to build alchemists next).
The prize has greater meaning when it is relevant at the time it is wanted, rather than being only relevant when it is given. It can create a negative feeling to be given something useless other than any cashing-in value.
Details:
The expedition front-end remains unchanged. It already says something like "Production Building .. 20%".
When the production building is given as a reward, an item is put into the inventory that says "Production building."
When the player chooses to use the building from the Inventory, the exact building is determined at that time. This can be done in one of two ways:
- The existing algorithm is used to provide a specific building. This, I assume, will be least trouble to implement but less flexible for the player.
- The user is allowed to choose a production building from those in the Build menu (other than diamond ones, presumably). This gives the player most flexibility and means they can choose, for example, a 3x2 Alchemist rather than a 4x5 farm. Unless able to utilise code from the initial tutorial, this facility might not be so easy to implement.
Visual Aids:
(None needed?)
Balance:
By being able to store buildings in the inventory by type rather than by unit, players can more easily afford to build as soon as they have the required technology. A player who gets a 'Production Building' in the Iron Age could potentially hold onto it until they can build a Shellfish Farm, though this is highly unlikely as they would miss out on the benefits in the meantime.
If the faster development is seen as an issue, the item in the inventory could have a coins and supply value given to it which the player must make up the difference when using it for a specific building. That's getting messy for a very minor issue, though.
Summary:
Players concerned about irrelevancies in Expeditions (or who find Events annoying) might change their mind if the ability is there to collect buildings which will have some future relevance.
This proposal will make players more satisfied with playing the game, less annoyed at being given the 'wrong' building and lead to greater interactivity.