This is a central location for feedback on the new Village Prosperity changes on Preview Branch beta.
Please be civil.
My observations:
- Some resource requirements too high
Just to trade with the top half of the map, you are required to produce 100s of flax, wood, and other resources EVERY FEW DAYS. This is a huge resource drain even for high T3 villages with 50+ settlers.
- Prosperity decays too fast after trade delivery
I have noticed it only takes 1-2 days from the last FULL delivery for prosperity decay to begin kicking in full-force (-200 or worse), with fully satisfied clothing and gear deliveries.
- Caravan system is extremely slow, and pathing leads to a lot of unnecessary encounters that may disrupt the caravans.
Paired with the quick rate of decay, this makes just maintaining your current prosperity difficult.
My suggestions:
- For weapons/clothing/gear deliveries, only require them ONCE, or have the delivery +prosperity at least last an in-game week before decaying.
A lot of the demands are already materials used to create these items. Imo the amount of base materials demanded should be reduced and the amount of final products demanded increased. This helps alleviate the sheer volume of transportation needed to regularly satisfy a village. I am currently struggling to stay +0 with 2 carts dedicated to one village 24/7, and set to 100% sale at lowest price of all goods demanded.
- Create larger, faster delivery vehicles
Carts are great as a T1 transport. Allow T2 and T3 materials to create wagons. 2 Driver for a 250 and 500 capacity cart, respectively. Have them travel along roads only at a pace slightly slower than running. This can help alleviate the villager count needed to maintain trade routes, which especially helps out those of us with less beefy CPUs.
- Enable trading from the start of the game, and once you liberate the village, allow for setting up trade routes DIRECTLY BETWEEN VILLAGES
This gives an endgame goal and an incentive to KEEP all villages liberated, as opposed to the common strategy of liberating, hiring the apprentices you need, and letting the infinitely respawning brigands (something that needs to be addressed as well) retake, so you can avoid the hassle. With how much villages produce currently, a well planned internal trade network would definitely alleviate a lot of the material and manpower requirements the current system has.
- Flexible fulfillment system
Instead of "berries. mushroom. raw meat." Make demands broader: "50 units of cooked foodstuff" or "25 units of uncooked foodstuff" and make it so players can export high-grade foods not for more gold, but for higher increase in prosperity. "10 upper body pieces of medium armor" and reward us for providing T2 or T3 medium armor!
Just a few ideas to start with. I will definitely have more.