#Villager Management feedback and suggestions

2 messages · Page 1 of 1 (latest)

modern temple
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**Lack of Tutorials and Explanations
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From the early stages of the game, I felt a lack of clarity in villager management. The absence of in-depth tutorials or explanations about their skills, roles, and the game interface makes it difficult to optimize them and use their talents effectively. It would be helpful to have integrated guides that detail the statistics and impacts of villagers, without "spoiling" the optimal strategies. This would allow players to make informed choices when recruiting and managing their workforce, while discovering the nuances of the game on their own.

In addition, the introduction to the villager recruitment and management system could be improved. A dedicated quest or tutorial would allow players to understand the workings of the job system, understand the different recruitment options, and discover the learning and progression mechanisms of villagers.

**Villager Learning and Progression
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Villager learning and progression could be optimized by adding additional features. Implementing a queue for using books and a more intuitive interface for experience management would allow players to more easily track the progress of their villagers and target the development of their skills.

In addition, it would be interesting to have a quest that allows us to discover how to recruit our first apprentice. I had difficulty understanding this process, I thought that a villager would automatically become an apprentice, but in fact not, I had to recruit one, and it is not explained anywhere.

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**Resource and Building Management
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Exploration and discovery of natural resources are key aspects of the game. However, resource and building management could benefit from improvements. Clear visual indicators for building effect areas and available resources would facilitate the planning and optimization of space. For example, from the map, if we select a building, I would like to see its range of action, but also what it has detected. This would allow me to better set my filters. In addition, if a resource is not detected in the vicinity, it should not be selectable in the list.

For lumberjacks, we should make the trees grow back. Otherwise, the choice to create a lumberjack's cabin is not judicious because when there is deforestation, the building is no longer useful. Many of us want to create several villages, so making a village self-sufficient is the key to achieving this. The level of the building could influence the density or growth rate of the trees.

Food System Improvements

The current food system has some shortcomings. The imprecise distribution of food can lead to waste and inefficient use of meal bonuses. A more precise distribution system, allowing for the management of individual villager food needs and the full exploitation of the benefits of prepared meals, would improve the game experience.

I would have liked to have the possibility of creating an object for the purse slot, a lunch box, which would allow 3 slots for meals. When the content is consumed, our villager would go to our stocks to find the exact same food item to place there. Otherwise, the inn should allow me to select which dishes to feed my population with, either globally or individually.