villages that change cultures should change the village name
#💡game-suggestions
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add horses
hostile creatures like Necromancers and Demons should be able to make their own kingdoms. and wage war with regular kingdoms
add horses and tools that are used in medieval life
mixed species civilization where like orcs and elves can live together in the village
add trait and inventory editor for units and rare knowladge editor for cultures
A new world generation, flatland. In flatlands the world is left for the most part as a big open field with plenty of resources, no mountains and hills filled with stone.
culture families and regional dialects for culture
add different languages
add fictional languages and languages develop, and region specific names
add fictional languages
every independent kingdom should have its own fictional language. However, annexation and cultural integration could slowly eat away the language and make them extinct. If divided by a geographical feature, for example seas or mountains, a certain colonized village could develop it own
add prominent books , journals, diaries to read
add religion, religion has rules that would encourage certain behaviors while reducing other behaviors such as a religion that says that war shall not be declared for petty reasons, or that you can steal a woman to marry her , this would allow there to be a chance for orcs to not attack immediately
Inspiration tool and demolish tool specifically for cultures
add crusades where a culture/religion would try to purge another culture or religion from existence
add tales to be able to see the day of the standard life inside the kingdom/village
add more types of fish
add castle villages
add more sizes
humans should hate dwarves
add magic skill for leaders, higher magic skills will allow the leader to help the village in certain areas mostly based on the three main skills, diplomacy-mind control/increase culture convert rate by magic skill and diplomacy , warfare-magicfy all armor and weapons, stewardship-increase build speed and amount of buildings built at a time and resource gathering improvement and increase expansion rate
add democratic villages
add various forms of choosing leaders like democracy, nepotism, wealth, merit, etc.
add government types
add pizza
add clocks
more space to fit a 1:1 replica of earth’s map to the size list
add alliances and interracial alliances
add royal marriages
Make skin tone fix to where it isn't randomized each time you load the save.
Another thing I don't like is how random hairs can come from no where? Like please fix these
add unions
add onions
add Soviet onions
make the factions plant vegetables and fruits too
Make skin tone fix to where it isn't randomized each time you load the save.
Another thing I don't like is how random hairs can come from no where? Like please fix these
add advanced agriculture
add more types of crops
add opium for the Chinese
add Keanu Reeves and Elon Musk
add addiction and various addictive substances
add winged hussars
cancel synthia
Add onions
onions
add layers/ onions
shrek easter egg. Very rarely an orc will span in shreks clothing and with the name shrek. And will habe the shrek trait with the description get out of my swamp
add potatoes and hobbits
sauron easter egg. Same thung as shrek very rare spawn except its a demon tower. Same thing demon tower does except it will have saurons eye
add an Easter egg once per world spawn where a human gets the trait Ra-Ra Rasputin with the description of Russia’s greatest love machine and he will always be a leader for exactly 1 year and die to a civil war despite the abnormally high diplomacy
add British empire Easter egg for island kingdoms with the description of Rule Britannia Britannia rule the waves
some cultures only accept certain skin colors (totally serious and legit)
make the map size way way bigger like and add the ability to customize a units inventory
add america kingdom
make creatures not produce asexually and so that we can see the process again totally serious and legit
add dancing wooden puppets
put covid
add trait Samwise with the description what to do with Potatoes.boil em,mash em, stick em in a stew. And add potatoes
add women’s rights
Make a game called World Box where its a cool pixel sandbox game and you can play god and stuff
add depressed men are more attractive to women
add women are worth more than gold
modern update 
add human trafficking and child labour
put jail
women are married by being kidnapped
add ways to commit warcrimes in Yugoslavia
add france
add crusades
make boxworld
Add more animals, bioms, make settings where you can customize specific bioms, different styles of villages and kingdoms, make the hourglass actually work make it so civilization will eventually turn into a modern day city
add bacon
fix the bugs
add the ability to tell the time in the world using clocks
add a farmers market
add trait immoral, description:shunned by society and shuns society right back
add trait ADHD-can’t seem to make up their mind because they are too distracted on making up their mind
add bucket of chicken-Kentucky Fried Chicken
moderen updotae
bug - People change skin colours after loading the saved game.
added chicken sandwich-Popeyes are better
kfc is better
put a karen
add cannibal tribes
add bombs for tribes because I want to destroy other kingdom without doing it myself
add supermassive empires
add moms special dry corn bread and bland bean soup
add chicken wings-get them at wingstop
gamestop for worldbox, humans and other races can play minecraft
add Minecraft
add Italian Italy
mod ren up det with tank
revolutionary villages/ villages that destroy their own government
add cursed name generation
more complex culture mechanics
readd the bug where you can send units to dofferent saves
add culture merging and splitting and world laws to toggle them, and add benefits for merging cultures instead of wiping cultures out such as more rare knowledge space
add size option to fit a 1:1 scale of Tamriel’s map
add computer buster world size
can we have cultures play a role in rebellions somehow?
Cultural renewal part 2!
- Now the revolutionaries will study their own culture, separate from the kingdom from which they separated.
2)Now, in critical situations, the inhabitants of the kingdoms will learn other things at an increased speed:
2A)Critical situations:
•War;
•Revolution (to revolutionaries);
•The next 50 years after the war.
2B)In case of a critical situation, they will improve:
•War - improvement or creation of weapons or armor, metallurgy, construction of barracks.
•Revolutionaries - improving or creating weapons or armor, metallurgy, strengthening and spreading their culture.
•The next 50 years after the war - the study of knowledge by other cultures.
3)A new trait - an Old Believer:
•A king with this trait will be much worse to develop the culture of his kingdom, regardless of his intelligence.
4)A new rare trait - An Innovator:
•Increases intelligence;
•A king with this trait will improve the culture of his kingdom, regardless of intelligence.
5)The leader of the settlement, who is more than a hundred years old, receives the golden tooth trait.
dinosaurs
organized battles
s
Add Horses For Faster Travel In land
Add Archer towers 😜
kingdoms dont declare war on other kingdoms separated by water when they dont have any transport boat
Add walls and gates to kingdoms when village is Fully Finished
Add interbreeding Between Other Creatures
how about bridges
Add macaroni cheese
a workshop for maps and mods compatible with mobile and pc (add it mastef pls)
guillotines
Add angels so demons can fight them
doom guy
there could be a french revolution like update where peoples can revolt execute and select leader themselves i mean basically a french revolution update it name will be something like :
add horses for war
Snakes with venom debuff 🐍
horse with what?
make an Atlantic update
ants don’t only bulid they can make colonies
horse for WAR
edit animals buffs
tanks
Ogre king shrek
ADD SHERK
Add ogres
how about Witch huts that are spawned randompy
Modern weapons
how about BALLISTAS
improved buildings
dragon eggs
Adding New Rich Can Control Planes And Throw Bombs And Moon Buttons If Pressed So Space Map And Fire Element Water Lightning Leaf Etc. Can We Shoot And Control Can Not All That?
@hard vale keep suggestions sfw
maybe does a trait for a wolve that make him the 'leader'/'alpha' of the group of wolves - like a general between humans (the guy wha has a banner on his head lol) - so they can fight better against humans and bears
for "Close Borders" to be nerfed to -10 and wars to become based on cultures and if you can do it, for resources
sugar canes,tobbaco and slaves
units who were before the update had their intellegence at either 0, or those who has genius trait had 10 intellegence only. Is this a built in feature?
give us an option to increase their intellegence, not temporaroly use caffeine on them every single time.
organized batyle where two kingdoms organize there army and fight and also horses and cavalry and por-
add discrimination please
add options for limiting the size of cities. There was a poll if cities should have a size cap. Why not implement the feature, but add a world law to enable or disable it. That way a player can choose to have bigger or smaller cities.
add twitter on world box
Make new flying creatures
Add Library's in the game for intellegence
Castles, more house tiers, cavalry, catapults, walls, bridges over water, ships wars and towers
defensive villages that will focus on walls and towers for archers rather than straight up attacking its enemy.
different unit formations (depending on environment or heigh maybe?)
Add an ability to increase culture or decrease it.
Diamonds 💎
salt and silk
traps for hunting both animals and enemies😈
worldbox vr
town with enough ressources could have special buildings like a church that could spawn templars and a priest
different kind of dragons like Electric, Lava, etc.
magic academy that would have a low chance to spawn a white mage
cooking more advanced dishes than just meat and crops would give stats boost to the unit (could be related with favorite food)
jungle biome : very rich in resources but also defend by amazons, high risk high reward for the bravest AI🐵
Nerf demons, their attack is too strong for 300 people village
your mom
habitable moutains with like snow and pine trees
Dwarf can build houses in hills and go in mountains
1.) Actual Formation with the Militaries not just them running at each other
2.) Make mid-evil style armor on one of the culture benefits
3.) add some mobile weapons such as Cannons, Wagons, Batistas ETC
4.) Walls
New Technologies :
-
Taming
With this technology a culture can begin to tame and domesticate animals. Perhaps divided into three tiers. Tier 1 allows the domestication of chickens and rabbits. Tier 2 allows for the taming of sheep and cows. Tier 3 allows for the taming of wolves, turning them into dogs that protect the village and join in battles against other kingdoms. (Horses could be tamed at this level too If they get added allowing for Calvary) this technology would unlock the a new buildings called the barn and the stables -
Wagons
Wagons can be a way to carry more resources around the place faster. Perhaps with the help of animals like cows and horses to move it faster once those animals are tamed.
the population limit should be dependent on the size
we need a talking npc mod with basic phrases so we know why kings/ generals/ peasants feel throughout the day corresponding to mood -by paesoh
undo and redo buttons for the player last action
Trading update that allows all species to trade goods such as food and weapons amongst eachother. Can affect diplomacy negatively or positively depending on what said kingdom is warring/ allied with.
make the investigation speed of a culture depend of the inteligence of the village leaders
Adding on to Zodi#8081's suggestion, churches and priests should add some sort of buff to cultures, such as speeding up research or speeding up spread or speeding up conversion of other cultures
Repaire bug, what when archers arrive from ship to enemies village, nobody attack them beforr they go min one pixel
world connection. basically you can connect 2 worlds with a setting thatll allow kingdoms to interact between each world or let kingdoms from one world colonize another one
Rare technologies can be more unique and really rare
Interspecies kingdoms that coexist underneath one culture. It only makes sense that creatures that have the same belief system would group up with eachother. Could make some interesting hybrid races as well. It should be togglable in settings as it would affect gameplay pretty drastically.
culture is a toggleable world law, so people can play the game how it was played before cultures
Since some people want blood, you should make it a toggable feature in settings or law menu. People who don’t want blood don’t have to turn on the feature, and people who want blood can turn on this feature. It’s a win-win for both sides.
replace blood rain with medi gun
Actual Formation with the Militaries not just them running at each other
idiot trait: -100 intelligence, baka trait: gives -♾ intelligence
colonization (it can be disabled). kingdoms that make new villages in areas that are decently far or in areas that are on another island will exploit the resources in the area, mass extracting them and sending them back to the capital until the capital is fully developed and cant expand anymore. then after that the kingdoms start developing the coloniexs
edit color and maybe flag of kingdoms
new kingdoms/villages don’t destroy abandoned homes from same race villages- as long as they aren’t already destroyed
cannons, catapults, and ballistas
cannons, catapults, and batistas. Only humans can have cannons (humans should have technological edge).
monkeys. Just monkeys.
Renaissance or late medieval weapons: crossbows, hand cannon, pikes, match lock muskets (if renaissance). Only humans should get the black powder weapons, and other species could get crossbow but they would produce them slower. Humans should have better technology.
Birds that can actually fly like the ones you guys put in the art for the discords name as well as the app store
0 small islands option and medium/large islands option
independence day achievement😳
Since we Haven"t got a new achievement for a long time,how about a new one on the future
You get this achievement after making unit kill like 100 UFO?!
Farm boosting ideology as in army building 3 half the pop is in the army and the kingdom cant expand because not enough manpower
a kingdom’s primary culture gets a boost to expansion within their borders
Bug: seems like sometimes skin colours get messed up when saving & loading world
what if when you bless someone it changes their appearance for instance what if skeletons look like the draugr overlord from skyrim when they're blessed (I'm not sure how possible this is just thought it was interesting.)
Caffeine addict trait. Units that have this trait are constantly active, stronger and have more health also faster and better than those given coffee manually. Adding coffee to these units doubles their power. However they have a lower life expectancy (about 20 years).
species should spread their culture to other cities by having trade ships enter the ports. However, this would be counteracted a bit if both cities had trade routes to each other and spreading culture back and forth
new resources to better weapons
a feature to copy a certain land depending on how much you want, and being able to paste it somewhere else, wheter it be in a different world or something, it should also copy the villages as part of that city you copied, would be really cool.
add adimantite ore
Add a tool that only removes roads
ability to control characters you select on and help do daily tasks in your kingdom. Depending on the traits of the person it has affect on how you decide to live their life. Would also help during wars as generals to be able to command units at will in formation, like the guy a few suggestions above me said.
Randomized dragon skins, because dragons look cool blue, purple , orange , black , and white 🥶🥶🥶
bug: 87% of the time when two clans war with eachother and they’re on seperate land masses they act like they don’t know how to use warships. The army units just stay put for years, this wasn’t a problem before the 10.1 update.
add a new tool that can be used to villages, "expansion" - force kingdom to expand
Neft sticks, now they are stronger than stones swords
bug - the cities list shows the original names of cities, regardless of how you’ve renamed them, and the only way to get it to show your names is to reload
Spears, Swords, Axes and hammers should be one technology, there is no differents beetwen those weapons
improved cities and warfare, castle walls that are functionally similar to mountains but constructable by the races, smarter war tactics such as not charging in to meet the opposing army every single time and maybe waiting and striking, siege equipment for the more tech based races such as humans and dwarves, naval battles with archer ships and boarding parties, maybe make archer ships exclusive to elves (with some excuse of them being the only ones accurate enough to land shots while on a ship), maybe more things that I can't think of, but these are the main ones
mass draft function, if a kingdom is losing a war particularly badly, allow them to enact a "mass draft" in the kingdom, in which they'll draft a portion of the entire population, maybe 10-20% to assist in the war effort
Good idea would be Coallitions beetwen some kindoms. When somebody attack a one member of Coallition, every other membes of coalions should declare a war to aggressor. Nobody should like to do Coallition with orcs ( without other orcs). Members of coalitions must have good relation.
add ability for a culture to regain territory if the village leader is of a culture without a single territory
coffee plants or coffee volcanoes to give a specific area a constant access to human hyperdrive fuel
add alcohol and potatoes, alcohol can cause increased combat prowess at the expense of intelligence and skill and mobility
add a way where you can add traits on humans yourself
it would be nice if it had day and night, in real or normal time.
How worldbox religions will work is at some point a prophet will be Bron in a village. This is the rarest trait to get in the game. When the prophet is he will get a cloth. There will be to colors on it other than white. One is the color of the culture the other is the color is the color of the religion. Every prophet will be able to add one new religion attribute they will have a max of 3 in there life time but most of them will only be able to add 1. Attributes are like the culture known knowledge feature we have, except these will change unit's behavior and not tech.(they will get 12 max attributes)Ex: A prophet says they must not eat meat during festival time. This will increase unit's health by 10%, bow accuracy by 10%, and speed + aglie by 10%. Stage 2 would be they cannot eat meat all year long unless it is a festival. So their stats would be +10 lifespan, +30% on all of the stuff I said before. The last stage is: They can only eat met if it is blessed meat. This stage gives then +5 lifespan, +50% on all of the stats I said before. Theses stage are gain from the collected amount of faith. That is base on the religion followers and the faith level of the prophet as well. Faith can be increase by temples and holy sites. When you create a world there are certain holy site that you can put in with their own booster effects. The religion that controls the holy site get the effects. These can be improved by getting attributes like holy site I, holy site II, and holy site III. Temples will change people to the religion that controls it. The lyrics will also have stage and will be built by the AI. Temples and Holy Site will cost faith to up keep so if they can't be upkeep they will stop working.
Part 2
Now for my last idea. Religion splits
When a prophet dies they will name a successor who has the prophet trait. Some time if the successor is of a different culture or has a change of beliefs they will slipt into a new religion they will share a lot of attributes but their core 3 beliefs are different or attributes.
Any way this is my idea for religion in worldbox building off he culture system
I
weightless units slide on ice
after sometime a village or kingdom will have a new age where they build more modern houses and things
I think it would be cool if civilizations have a high enough relationship they have a chance to form an alliance or even form a union, I also think civilizations under certain conditions have a civilization with 2 or more races unless they naturally hate each other
add farmable coffee plants
add pirates and raiders
capitals will sap men and resources from other villages within the kingdom in order to better fuel the capital’s growth
I'm sure this has been Recommended a ton, but as usual, in the case it hasn't, I mine as well get it out there.
If a Country has a culture that spreads into territories of other Countries, there should be 2 Events that can happen
A - If a country has too many villages to maintain, they can give up a village with less of their own Culture to the Country that has the most Culture in the village.
or
B - If the Village has low enough Loyalty, they'll declare independence and join the other kingdom with the Cultural majority
It'd add a bit more Realism and give Culture a little bit more Depth in the game.
Just to add a little more to my Previous suggestion, this would usually happen only if the Culture is more advanced then the one they're being ruled under.
Militant Rulers would be less likely to give up their Villages willingly, while Diplomatic ones would be more reasonable about it, though it'd hurt Moral.
Sorry for the Double Message, I forgot to include this in the original
One more Suggestion for the Night.
Have Cultural Knowledge be stored in Libraries, so progress can be potentially destroyed if accidentally destroyed or burnt down.
This could send Villages that exist in these Culture areas fall into Chaos, Dark Ages and potentially have new Cultures form from these
- Libraries
Libraries would have quite a bit of Health, as to not be destroyed by small things, but still have the threat of Natural Disasters be present.
Libraries would have knowledge caps (10 common knowledges, 1 rare knowledge each), and only have 1 per village, giving more reason to capture other villages or make new ones.
If a country were to capture another countries library, they would take the knowledge after the War if they still owned said Village with the library in it.
Knowledge wouldn't double, if they took a library with knowledge they already had, nothing would change, it'd only add knowledge they didn't know.
- Cultural Collapse
As it stands right now, Cultures are kinda Op. Once they're maxed out, they can't really go down from there. So that's why I think that this would be a nice balance to Culture Advancement
Destruction of a Library would cause the knowledge stored in them to be lost. Again, the Health of a Library would be very high, so destruction would have to be intentional, or by rare cases such as Natural Disasters.
When a culture begins to fall apart, new ones can appear in areas where knowledge is still around, creating a way for Cultures to Naturally form and fall.
However, losing enough Knowledge can cause areas to fall into Dark Ages, this would be more of a nickname for when the areas lose enough knowledge and revert to an earlier stage due to so much loss.
TL;DR
If this concept (libraries, though they could honestly be any name) were to be added, it'd balance cultures and give a realistic touch to how societies can rise and fall due to loss of information.
Thanks for coming to my bi-monthly large suggestion!
No modern politics. Just kingdoms or primitive politics
make hagrid in the game
a way to costumize favorites equipments, traits, health, def, attack, abilities, skills and also a way to make their equipments not get replaced, I'm tired of getting close range weapons replacing the staffs I gave my favs. And a way to ban the production of bows or other weapons
can villages that get bigger than 250 tiles occasionally split apart?
Source; I was playing on a smaller world testing out the newest update when a village named Chonsin claimed literally a third of all the land. It is impossible to rebel against it due to the fact that it has more than half the entire world population. It’s supreme chonk makes it impossible to conquer even if there’s only 3 villages it can support.
Ok UFOs should be able to kidnapped cows, Drop off aliens, Pick up aliens that are strained
If a city gets destroyed the lighthouse light should go out
the ability for villages to build multiple docks
army generals get a horse, its just cosmetic, no stat boosts (so it looks like that knights are leading the army)
A world law that allows you to change the world from day to night. Since an actual day and night cycle would be a bit too complicated, due to the fast pace of the game, I think a world law to be able to make it permanently night (obviously being able to make it day again by turning it off the world law) would be pretty nice, it could also introduce stuff like lights into the game.
there needs to be a war meter that determines who is winning, how many troops have died, and war goals. When it reaches full for a side the war will end.
Maybe cultures should have "Traits" or "Traditions" of some kind. Just one, though. As an example, one could be "Imperialism". This would give every country with that at it's main culture -20 relations with everyone, increasing the chance of war regardless of the size of either nation. Another example could be "Expulsion", this would increase culture conversion tenfold, but it would increase the chance of rebellions just as much.
all cultures get a unique terrain bonus depending on their starting landscape, and special abilities like being able to turn sand into farmland in desert like environments, a massive defensive bonus in forests for forest favorability and you can program a split to happen whenever the terrain favorability becomes less than 50%, island terrain gains a massive bonus to how many ships they have and are more preferred when the culture has completely dominated an island
A ratmancer. A magician able to summon rats to attack enemies, with them using boosted rat kings as a personal guard for themselves, and smaller rats to attack.
Update the steam page, Google play page, and ios page to include the new textures and features and whatnot, instead of things like the old buildings sprites
Rat Monarchs. If a rat king manages to live for long enough, it starts to get bigger until it becomes an enormous monstrous rat, about the size of a dragon. This rat monarch can infest lands with rat nests. And if someone kills it they gain the "Vermin Slayer" perk
add cultural practices
Maybe add an ice dragon?
please for the love of God ,add zombie piranha please
more than one "royal" figure, theres a similiar game called "galimulator" that has a neat government feature that appoints different leaders for the same government, instead of making it too complex these leaders could be used to represent a culture and could boost the specific types of "culture knowledges", like a military leader could boost the research of sharper swords significantly, or an architectural leader could boost building research and possibly even wall research significantly (it also depends on their stats of course)
sword in the stone easter egg. Pretty self explanatory very rarely when you drop a stone a sword will pop in it. Only one per world and the person who mines the stone gets a neat sword and also gets the chosen one trsit. No effect
coffee should also increase the attack speed of the unit that you are giving coffee to
replace coffee these mfs need to be workin fast
replace coffee woth cocaine these mfs need to be workin
add different village types that specialize in one method (ie castle villages are more difficult to conquer and have much stronger armies than the standard village, temple villages which are strongly maintained to keep good faith in the people and are incredibly wealthy, developmental villages which are there to provide resources and labor to build stuff, tribes which do all three at a lesser extent, and trade cities which interact with the outside world spreading influence, trade cities are rare mainly because they require strategic placement between trade routes and can often be determined by how often traders stop by the village trade cities develop at a faster rate than any other village and trade villages often become capital cities for this reason)
if the leader or king is female it should show a female leader or queen instead of just becoming male and becoming a leader or king
and if the little dude is female the traits that says with a he should be replaced by a she
Culture Research Speed Settings; 0.25x, 0.5x, 0.75x, 1x, 1.5x, 2x, 5x, 10x. Then the user just selects one of those rates. 10x the speed or 0.25x the speed. If you can add an interface that lets us manually type in the speed we want, that'd be even better but as the game seems to be tap only, I'm sure those presets I gave would be fine.
add specialized villages that form overtime depending on factors such as trade, the skills of the leaders throughout its life, and the villages that become a certain way due to trade which will lead to trade villages or by consistent leader skill during formation such as high warfare leading to castle villages, high diplomacy leading to temple villages, high stewardship leading to farm villages and if there is no high skill then it becomes a regular village, and all villages start out as tribes
fill map option for lazy people trying to test something out
Settings that prevent immortals from spawning, same for giants or any other special stats. Perhaps another category in settings that lists all the potential types of stats that can spawn and letting people toggle them on or off. Including weakness or regular things like that.
Villages that mix species together. When two kingdoms have such high friendship, they will join together and merge cultures into some new one that averages their current culture traits together. Villagers will live together in harmony with each other. Houses will be based on whichever villager creates it. So say a human builds a house, it'll be human house, while if an elf builds the house, it'll be an elven home. Such a kingdom would gain the enemies of both. So Humans being enemy to Orc and Elves being enemy to Dwarves, they would then become enemy to both. A kingdom that combines all four races would be extremely difficult (unless you cheat of course), and would probably be renamed to something like "The Golden Kingdom". I've no idea how we would handle kingship in these, probably have two kings in the kingdom, for each race.
Unlock boats with Docks. Who builds a dock without knowing how to make boats? Seriously....
cultur make package with few technologies
humans should hate dwarves
there should be a new building called the windmill and farms should to closer to it and no roads should be build to the windmill
nerf orcs pls like therye expansion should be a little bit slower and should be slower learning knowledge
Orcs are dumb they should learn cultures slower
campfires should change like the current one could be the same the second tier is a small flag and the third tier is a golden statue with a flag
Royalty System
Dukes
Marquises
Earls
Barons
pls add Family system in worldbox. Not the leaders have all the childrens. everyone must have. and also a control with 5 maximum children each grown ups. ranging 30yrs old. and older. it pains my eyes that in one kingdom it came from one father all the 120+ people. its like an adan an eve except with theres dragons and atomic bombs. .Add -FAMILY SYSTEM- names with surnames. not single names. last name. - FAMILY NAMES-
walls
pls add feature that other species can accept other species culture. dwarves to humans/orcs to elf etc.
pls improve the design of Cursed Houses and trees
Cultures should progress faster based on the culture of other nations. Learning faster to catch up in the gap of knowledge.
Reveal the name of the current project being worked on rather than just calling it "research from other worlds" and giving it a revealing icon.
naval battles
Some suggestion that i Made
Since, culture has been added in this update, i shall convey my idea about government types on worldbox
The first :
Government types
A) Goverment types based on growth
-Citystate/Village (if a civilitation have only 1 territory)
-Duchy ( if a civilitation have 2 territory)
-Kingdom (if a civilitation have 3-4 territory)
-Empire (If a civilitation have more then 5 territory)
B) Goverment types based on variaty
-Monarchy (leading head the king)
-parlementary monarchy (leading head king and prime minister/ grand steward)
-republic (leading head the president
-federal (leading head the president and prime minister / grand steward)
Vassal state :
If a kingdom fight each others and one lose, There should be a treaty between the kingdoms wether to vassalized them or conquer all of them at once, this should be based on randomisation
pls add this feature. when ships are unlocked they should be able to export their products to other civilization. You should be able to see in what they are sailing for, exporting to other piers. not just travelling around its kinda messed up
PS : The types of goverment on the civilitation should be toggle able
For example, by the toggle we can change a civilitation that have 1 territory to be an empire
Or change the civilitation to be a republic
Another things that i shall add is the war toggle, as player, There should be a toggle to let a spesifik civilitation to be at war at each other. So it would not be randomised
add new world law DAY/NIGHT CYCLE
pls add more leader personality
add an ability to move a creature from one save to another (before update there was a magnet bug that allowed you to do that but it stopped working after update)
lastly pls add pirates. or anything that blocks ships. yes like pirates.
pirate ships are smaller ships. that can halt a ship and board it. and kill everyone inside.
also this will lead to civilization sea defences against pirates..
make a a new knowledge that they cna fight pirates to protect their ships.
some soldiers will surrender when the realized that they are losing instead of getting brutally slaughtered
and when they surrender they become prisoner.
balance out the orcs more. Nerf their stats a bit and give a buf to the others. Maybe dwarves can make better and more armour and weapons/tools. And make these so you can actauly see the effects. Maybe elves have more research speed. Humans could have faster population growth or faster expansion or building.
Seasons. Snow terrain is dark green and farmable in summer and covered by snow in winter
Pawns should plant trees often inside cities wherever a tree can grow. Often cities consume an entire island, and no more wood ever grows and they run out of wood because it just doesn't spawn enough. Seeds might be a good resource here, to allow civilizations to plant trees or even grow a tree ranch for harvesting trees from.
ability to change world size (make it bigger when there is not enough space)
possible bug, culture didnt have the tech but people are alr building tents
Creep Tumors should spread outward in all directions, not just a Plus shape.
Creep Culture! Creeps could eventually become smart enough to make new creep tumors and spore launchers to spread to other islands.
elves skin color should be from light to dark and I meant dark as in dark elves skin color
"Blessing" type effect that causes bonus breeding speed for a duration of time.
Should be possible to make dynasty, it can work like we make one man first of dynastion and every hs children, children his children etc. should be in his dynasty
OPERATION MAKE LIFE POSSIBLE IN SNOWY LANDS:
Agriculture: humans dont just kill animals, they make farms of animals and make sure those animals are a sustainable food source
different houses or structures like from minecraft
communism if a meteor falls in a place that place should have a rare metal that requires a high level of weapon production and it makes a legendary armour and weapons
New races:
Since we have gotten the Cultures Update the civilizations have felt even more unique and interesting. I think however, that a few new races would bring even more unique things.
- Goblins : similar to orcs but shorter, weaker, and prefer using bows. The breed faster than humans. They can be conquered by orcs or conquer orcs and confederate into their kingdoms. Could be more likely to build more watch towers than other races. Hates dwarfs, humans, and elves. Their special food, perhaps crab cake ?
- Lizardmen : They prefer deserts (possibly swamps and savannas if added) being lizards, they have the slowest hunger rates to survive in such a place. They could lay eggs like chickens that then hatch into lizard hatchlings. Scales given them good armor. Hates orcs, humans, and dwarfs. If dinosaurs are added perhaps they can be passive to the lizardmen like how the elves are passive with wolves and bears. TraIt Idea : Lizard brain: Being so primal they will have the slowest technological advancement in their cultures. Their special food, perhaps Ribs?
- Ratkin : instead of just being spawned could be created alternatively by cursing a rat king turning it into a Ratkin. shortest lifespan of all the races, breeds faster than any of other races. Hates everything other than rats, very rebellious. When in large groups they can spread disease like rats. Their special food, cheese
- Dark elves : hates regular elves. Likes Orcs and goblins, possibly passive to necromancers or evil wizards. Perhaps they can be created by cursing a regular elf? Their special food, perhaps honeycomb?
Bridges to link land masses, bridges can be upgraded based off how the culture progresses. Ex: Bridge 1 could only be built over a 2x2 river, it’s pretty rickity but it gets the job done. Bridge 2 could be built over a lake , made out of stone and wood.
Civilizations being able to tame creatures based off culture.
Different fighting animations based off of what weapon a character wields. Axe users have a broad slow powerful swing, while sword users have a shorter quicker swing.
Horses that could be ridden on and used for transportation of goods or battle after being tamed. Different horse skins based off ecosystem. Horse rider unit that uses pikes or a longer ranged staff etc
Different skins inspired from real life history for houses/armor for each race. Example: edo period orcs live in minkas, while elves in the desert build pyramids to worship.
Suggestion above has 0 effects on stats , purely cosmetic because sometimes you get tired of seeing the same type of buildings.
Add chariots and horse carriages - medieval land transport
preparation for rebellions, i.e cities that have very low loyalty will have more armies stationed in them to prepare for said rebellion
add your mom
I think we should be able to spawn the aliens that appear when the ufo crashes
delete all British characters/players from existence
make kamikazees
add giants like aot
add a new virus like corona, for awareness of the virus
make the people who wield fire sword inmune to fire it creates or make it fire proof
add world box in worldbox 
improved farms cus the farms are too small
A desert civilization. This could be exclusive to humans/orcs and would lead to either a barbarian type kingdom thats traits would be solely on stealing and wars rather than conquer and prosper.
An Empire system would be great. Similar to the culture system, an empire consists of civilisations - but one being the 'helm (like how capitals are to cities). Moreover, the emperor could be the king of the 'helm' civilisation.
more building types
i think different species should coexist like cultures
Change it so when a species unlocks docks, they can immediately make fishing boats.
bigger maps
option to edit traits, HP and other things like damage.
add new types of animals
day and night system?
You cant do anything now without premium. I left the game for a while and when I came I saw all the new features and was happy to see how far the game has come. But now you cant even get the powers you want by watching ads you just get random powers you will not even use. It would be okay if only a few things were premium but basically everything cool is premium. Bring back being able to get the powers you want by watching ads instead of getting random ones.
The Wild
- add rabbit holes, spawns rabbits
- add bear cave, spawns bears
- add rat lair, spawns rats or rat king's
- add bushes or tall grasses, for herbivores to eat and other harmless animals like sheep,chickens, hide to predators
add more armour and accessories for the
Humans
Orcs
Elves
Dwarves
An idea to complement the Cultures update:
When a civilization dies it leaves its characteristics on the planet: clothes, weapons, architecture, scriptures. When another civilization arrives at the place it destroys everything and builds from 0. This doesn't happen in real life. Who would see an empty castle and live in tents?
So I propose that when a civilization arrives at the place that had another culture, it learns the secrets of the world faster and it doesn't destroy the old houses and buildings. She reforms and embodies in her realm.
Cultures should produce/ label individuals as great people such as Artists, Musicians or Scientists "think Civ 5". Who will give a boost to tech research speed or culture influence.
ports will be built in natural harbors more often than not
ships can very rarely crash into terrain and either lose health or break
cultures will be able to have subcultures when the culture becomes popular (somewhere around 1000 population or 10 villages far)
add trait Jesus-“I’m not the messiah” said Jesus, “He’s the messiah” said some drunk dudes
Ability: after 3 days there is a guaranteed chance that he will come back to the planet wether it be from aliens, a portal through hell, for some reason this character won’t stay dead.
Day and Night cycle that makes certain things happen, like people putting up torches during the night, people going to houses to sleep, wolves going out hunting, etc
horses
your suggestion Don't make kingdoms calculate its power in comparison to other kingdoms based off of population. Make it based off the # of troops they have. This way, a huge empire that has just come off a war with 10 troops left won't declare war on a single city with 50 troops and end up losing
Children inheirt parent's hair color, so new hair colors dont appear in villages. Ginger and blonde blacks just look odd
More terrain changes based on temperature. From coldest to hottest:
- Snow. Snowy pines and firs, not farmable. Spawns polar bears, white foxes and penguins. Cultures spawned there have clothes for cold weather
- Taiga. Pines and firs but with no snow, dark grass, fruitless bushes on sand tiles, farmable. Cultures spawned there have snow clothes
- Temperate. No changes
- Tropical. Bright green grass on forest tiles and yellowish on grass tiles (savanna), tropical trees with vines. Berry bush type - banana tree. Spawns elephants and tigers. Cultures spawned there have little clothing
Raiding mechanic, One kingdom could raid another kingdom, they can raid and take their gold,food,people, it wont trigger a war but it will decrease their diplomatic relationship by a lot Ps : I just want somalian pirates raiding others 
add more units for example: some anime girls <3, add more events and unit development, example: units can be divided into different races. it is also worth adding floods, tsunamis and more natural disasters, and in the end, add more structures that residents can build and a chain of development
Change the description of agile to "This soldier invokes the powers of the wind!" as a reference to A ghost in the trenches by Sabaton
We can control how many clouds show up in the sky
we should be able to choose the colors for oceans, grass, forest, desert tiles and etc.
maybe we could select which country could focus on something for example
I would select country one to focus on housing while the other on army production, or another country on expanding their culture/empire?
theres now aliens who can spawn after ufo crash,well i got an idea:why wont they make an theyre own kingdom so they can grow theyre army there for take the whole world over.it would be rly cool to see alien race kingdom.
Add religious buildings such as temples or churches which will affect the culture by making it more likely to convert other cultures and having different types of knowledge such as “better traits for kings” or “more loyal citizens” and “religious sacrifice” and “ religious statues “.
Religion varies by what God or leader they worship in their culture and a kingdom will be richer by having religious wars. Religion will kind of be like a subculture and religions will be able to gain following which will increase the religions power aka “loyalty” of cities and Archbishops or Bishops will be randomly chosen.
#Allah? 
Religons!
now each kingdom can make theyre own religon and spread it to whole world
you will able see also wht religon kingdom has and how much belivers there are.
also the people can make custom religon like whos theyre god like:they choose theyre god be like tree or rock or wht ever.
also there should come churches also.
and there should also come religons war:kingdoms who fight over religon.
get rid of the city cap. it used to be a way of making sure empires don't get super massive by being plagued with revolutions, but now culture does that in a more realistic way. just have stewardship lower the effects of debuffs maybe? get rid of the "distance" effect? maybe just get rid of stewardship altogether? idk, but the city cap is just kinda dumb
make forms of government. Like what if a monarchy actually made the children of the king the prince and later king. Also what if there was real democracy’s that elected the leader.
-culture development is quicker in times of peace rather than war (so kingdoms at war develop new skills slower, which would deter kingdoms from waging war). This would also be realistic as the kingdom is too busy fighting and building an army to have time to research skills as much
-durring times of war, war-related culture traits will be focused (so if two island kingdoms wage war but they haven’t developed transport boats yet and they’re both at high enough levels, both kingdoms will research transport boats so they can act in the war. War related traits could be transport boats, upgrades to armor and weapon development, and increasing the potential size of the army. Durring times of peace, the kingdom will partially research war culture traits (if they have bad relations with another kingdom to where war could occur). But kingdoms that are in good diplomacy with all kingdoms (in the case it occurs), the kingdom will focus on passive upgrades (ex fishing and trading boats, increasing housing sizes, temples, statues, etc.); they’ll still research basic war traits but they won’t go deep into it since they have no reason to if they have good diplomacy
Ideas for a religion system:
Religions, similar to cultures, will be formed around a building, in this case a temple. All Religions will start out worshipping you buy default, and depending on how you treat a kingdom, their faith in you will either go up or down, citizens can also pray and wish for things like more food and better crops, and giving it to them would also increase their faith.
When a religion loses faith in you, they will turn to "lesser gods", these will be represented in the form of statues or idols.
These lesser gods could be renamed via the religion menu and could really make you feel like a true God.
Another possible feature is that kingdoms will build statues of you depending on what you appear to them as, for example, if you come to them in the form of crabzilla, they'll build more crab statues.
idea one: add red skin color to the game, these people would be known as an "imposter" when they become king half the population dies
there is also a blue skin color who has a gun, they are known as the "crewmate" and they kill the imposter
there is also a detective, who is chosen by the king randomly. this detective would set any known imposter on fire, but if the imposter stabs them they are dead 💀
Another idea I have is to different behavior for kingdoms depending on their religion, similar to kingdom personalities, here are some ideas:
Pacifist or Kind: Members of this religion type believe in kindness and good will, they will have alot of funding due to frequent donations given to them because of their kindness, which will I turn give kingdoms higher tax income, kings of this religion will also have high diplomacy and stewardship at the cost of warfare.
Aggressive: Aggressive religions believe in more violent ideals, such as killing, religious sacrifice, and pillaging in the name of their God. Kings of this religion will lose diplomacy but have a large boost in warfare.
Neutral: Neutral religions will not have any particular increase in stats, but instead will be favored by kingdoms more often, as they are Neutral and un forcing of their beliefs.
Extremists: Religions with this type spread three times faster than others, and will be willing to do anything for the approval of their God.
your suggestion
(1) add republics, empire, dictatorships
(2) add walls around city's
(3) add the possibility to change the abilities of creatures
(4)thanks for this awesome game
Detach cultures from races. Whenever a new culture is formed, no matter the race, the design of their buildings and roads etc is randomized from mixing and matching different roof designs, window designs and clothing. Depending on the culture humans could inhabit those Orcish huts or the elven tree houses and vice versa.
The point of this is that I would like the world I'm creating to feel unique and not based of anything.
I have two suggestions first it's the green thumb this will be rare knowledge. This will allow the kingdom that acquires this knowledge to be able to expand their farmland and allows them to grow new plants like tomatoes but, it also allows them to be able to use irrigation. Now my second idea is animal lover this will be a rare trait but it allows people to tame wolves, cats, cows, etc and they can use them for different things for instance wolves can be used to herding cows to allow them to be kept to use for milk or some juicy steak or for war and cats are just there for happiness and if you get the green thumb and animal lover trait you can use animals to make irrigation Canals for there crops.
add terrain specific knowledges.These knowledges will only be available in certain environments and come default when a culture is made in that environment, cultures will also diverge if it has no direct connection to the original culture
your great idea here ?
Allow forest tiles to very slowly grow to grass tiles (Tumor currently permanently destroys forests with no way to get them back naturally except random earthquakes)
Make aliens have blue, green and grey as skin colors
Make an ion canon where when i click on a specific point, it releases a beam of light. and it will push every pixel away to form a circle of just ocean. And it will push the terrain around it to mountain.
The SHIFT key + mouse wheel up / down also changes the brush size. (only the brush shape still has to be selected manually in the button area)
make cultures branch out over time
I apologize for the previous vote. Was testing out how the bot command for game-suggestions worked. A few suggestions/ possible bug fixes:
- Revise cultures so that the technological advancements of the cultures makes sense (no tier 2 or higher houses before weapon production, for example).
I imagine that even in a fantasy setting having species have the ability to build houses while not even being able to carve out stick weapons. That is against any logical development of technology.
1 (a): I have done multiple simulation tests, and 8/10 times humans cannot even build stick weapons before houses
1 (b): It is also strange that the population grows dis-proportionally to the culture.
200 population cities and not even weapon production sometimes. For the capacity and speed of development of WorldBox populations which caps at most around 13000 on a massive map, that's reduces play-ability.
1 (c): For 1(b), the likely solution is either reducing population growth or increasing the speed of cultural development.
1 (d): Perhaps a separation of cultures from technologies in the future? Realistically speaking they should not be the same concept. So things like governing capacity or trade efficiency can go under culture, while things like the refining of bronze or copper can go under technology.
- Make sure cultures can spread over seas via trading or some other method. It is strange that cultures are only limited to conversion via land connection when in real life lots of culture conversions happen across seas and oceans.
-
Add crop variety. Only one type of crops on farms is quite undynamic.
-
Further expanding cultures so that the technology of species is not stuck in the medieval age.
4(a): Maybe give the ability to have access to crossbows/gunpowder via the culture tree, then muskets to humans, solves the problem of them being the weakest as well.
For other species, add magic abilities or such. Maybe better materials to construct close range weapons for dwarfs, magic for elves, and better armor for orcs.
-
Maybe reintroduce atomic bombs' damage to the terrain, but just on a smaller scale? They're atomic bomb, dang it, supposed to destroy cities but can't even destroy a few rocks in WorldBox? Not very logical.
-
Bridges to cross shallow water tiles and tunnels to cross hills (likely later in the technology/culture tree). There, I've said it.
Regardless, thanks for the fun game. Just some suggestions that I have that, in my opinion, will make the game even better
i know this is basic but PLEASE FOR GODS SAKE MAKE BIGGER MAPS!
also when we zoom out, make the terrain seem more realisitc
oops i shoudlve been more specific, make the maps on pc big. And i mean wayyyyyyyyyyyyyyyyyyyy bigger than even the gigantic map pls
I also have another suggestion and it's for dwarfs can you make it where dwarfs won't take damage when they are on the mountain and they will also my their villages inside the mountains. And you guys are probably wondering "how are we gonna see their growth?" Well, we can do something like the ant undergrowth type concept.
we should be able to spawn the aliens that spawn sometimes when a ufo dies
I don't know what exactly changed but now all my units are like 50% weaker lot of HP disappeared and now everyone's weak again please change this back
blessing should give immortality or add some other way to give my minions immortality or a way to get rid of the energized trait. When they're grouped together and if 4 or so die together the other ones with low health would die too and because of that it creates lava due to numerous lightning strikes effectively killing everyone that matters to me.
Add an ally system to the game where if a nation declares war on a nation with allies all of the allies will declare war on that nation as well
people who are moved by the player from one city to another automatically join the city they are moved to instead of having to do shenanigans
Add a Wildfire tool that sparks a super hot fire that is significantly much harder to extinguish, and spread faster or slower depending on the environment. Additionally standard fire should become harder to extinguish entirely, reducing tiles put out from 3 to two.
people aren't born with culture, instead they get the most common culture of the people around them when they grow up
make massive fires actually a problem for cities, instead of it basically just affecting the place you drop it on
Also Maybe when a Nation is Getting Really big the remaining nations can ally with each other to stand a better chance at surviving
Add Family lineage for kings as I believe that there should be a system were if a king has a children and he will automatically become king if he dies basically royal blood and have a family lineage tree tab which will basically have history of all of the kings that have died or came before the other.
Family lineage could also be further expanded upon by adding Houses or Royal factions basically family lineage house like any monarchy would have and if the king does not have any children then the town administrator or whoever is in charge of the town takes the crown so basically there will be a trait called “royal blood” basically if the king has children his children’s will receive that trait and the first born will become king if the current king dies.
#History
Kingdom VIPs: so there’s a king and a town leader as important units in the game, but what if we have a whole list of VIPs that could buff the kingdom?
General and commander: like king and town leader respectively; having a strong general in the kingdom provides a defensive and attacking buff on all military units in the kingdom (with larger kingdoms having stronger generals and commanders) They’ll have the best weapons behind the king, as they’ll be fighting a lot. The death of a general will reduce the fighting ability of all troops in the kingdom (and same thing with commanders but only for troops from one village where the commander was stationed).
Scientists: these are the smartest people in the kingdom, providing culture research bonuses in research speed. Death of a scientist will slow down the growth of the cultures skill development.
Merchants: these guys will come after the kingdom researches trading ships. They’ll be leaders in international trade with other kingdoms, with the best ones actually boosting diplomatic relations with other kingdoms. The death of a merchant can cause significant problems: lack of supplies coming in and out of the kingdom, decrease in diplomatic relations that previously depended on the merchants to boost relations. Merchants also has a rare chance to boost the research speed of a cultural trait of another kingdom they’ve traded in before, making them viable for boosting cultural development. Only 1-5 merchants per kingdom, depending on the amount of ports and wealth of the kingdom in gold.
Religious leaders: name states why they’re important. They can boost the morale of the common people, decreasing the chances of a revolution and spreading religion and the soldiers fights better for the sake of their God and to expand the kingdom more to spread their gospel. Religious leaders can unite kingdoms
Serial criminals: they’ll committ arson, robbery, murder of civilians, etc. opposite affects of religious leaders
i think the birth rate should be very slow when a nation first starts out then as the nation develops more people get born
“effects not affect”
orcs should be slower at learning knowledge and the early knowledge traits they know is about warfare and and combat stuff
add a official trait editor for people to have fun with, also ability for a character to inherit blessing
add more variety to explosives and disasters
create a tool that can make people immortal
make the tutorial skippable
Village's loyalty is stronger if the kingdom or culture is the dominant or superior.
an option to choose the king of a country or a kingdom
tameable horses for Warfare
revolution rework
Maybe there could be a 'supporting' and 'opposing' party and if the 'supporting' % is above a certain number a rebellion happens
the lower the loyalty the higher chance a person gets the 'supporting' trait
and the two parties could fight if the situation gets too extreme or smth
also the 'supporters' can make 'opposers' into 'supporters' and vice versa
maybe some people have a trait which is 'hot-blooded' which makes it easier to convert other people to their party
make more watch tower pleasweeeeeee
kingdoms have a stronger ability to control the culture of a city with diplomacy and stewardship being main leader skills that impact how fast a culture spreads throughout a kingdom in particular a village
add skeleton civilizations, they can have skeleton villages and their kings can be necromancers
horses Update?
Horses will wander around
add another cultur that Knows how to ride horses And horses will follow their owners
idk if people like this or not?
make a system to choose the frequency and severity of disasters. the player can make disasters happen once every 5 minutes or 10 etc and they can choose the severity of disasters.
guys, I was thinking about an idea here, an interesting concept for Worldbox, I think this kind of addition to the game can make the game more sensational, I thought here, and when are we going to have new races? but then i thought, i think i could do something much better and that would match the game, add the concept of tribes, how it would work, instead of adding more races, a category only for the tribes would be better, for example a representative of several existing tribes in the real world and in the fantasy world, for example, the Indians, Aztecs, Incas, etc., all that, with their own constructions of houses, would be little more than small villages, they would not consider themselves kingdoms, nothing like that, but rather remote tribes , they would have their own clothes, houses, culture, food, and prefer to live far from other races, and with that they would add buildings from each tribe, such as religious monuments, which would draw attention from other curious races, they do not have advanced technology from larger villages , they live off what they eat, they hunt, they would serve as a way to add different races to the game, just as we would all wish for more types of races, they would have their own cultures, and would be different from those that they search for territories, power and wealth, many of them would not be peaceful, if invaded they could attack with violence and even cast curses on those who come close, depending on the tribes and their races they could relate to other races being peaceful, others would even fight death, I think that would be very interesting for the game, what do you think?
REMOVE CLOUDS OPTION IN THE MENU
make it possible for cultures not to take over other cultures
genetics
Minor detail but it’d be super cool if the kings (and village leaders) of two kingdoms that signed a peace treaty a war to meet up on the battlefield to actually sign it (but only if the kingdoms actually fought rather than just being on two islands without researching boats). The signing could be in a middle section between the kingdoms, a village where the most casualties overall in the war occurred, or the surrendering kingdom goes to the capital of the winning capital to sign it. It would just be a weird but cool detail in the game
very big trees but its rare to grow in random Tree Growing
I doubt this would get put in the game but here it goes. If kingdom A drops out during a war, kingdom A has to give some resources, land or army to kingdom B. Similar to the Treaty of Versailles in WW1.
war strategies comes with cultures
Fix the gold Bc it always fills up in 9999 you should Fix the gold problem Its not get always use idk why?
suggestion: backstories for kingdoms
a system called "Event Calendar" which let you set a specific thing to happen on a specific date and time, for example year 1000 month 4 100 skeleton invaded the "XX" village. I'd also suggest some kind of system that generate a backstory for a kingdom or for an important figure of a kingdom if it's not possible for every unit, best if we can edit them for more world building.
also skeleton dragon that can be resurrected by necromancer ?
chariot
alchemist
trebuchet
school and health system for every nations
defence alliance
add a trait customizer
add yogi bear 
would be cool if the game have space (outer space)
just a little quick question
Do you guys approve that worldbox should add modern civilisation in the game or no??
your suggestion
There should be an additional box on a nation's page that allows one to define the type of government. It would be the same thing as the name box, but rather you can fill it in to say "Kingdom" or "Republic" or "Dictatorship" or what have you.
make boats need a crew the bigger the boat the more crew it will need this adds a new work and a smol update to boats
Volcanos aren't always active and black smoke coming out of the Volcanos and tiny earth quakes would signal when when it's about the erupt, but they can also be dorment (I think that's when it's asleep) but also dead so they won't erupt anymore I also think that u should be bake to rescale them or they should at least be bigger than what they r, just an ideasweat_smile ~vote
after researching docks cultures next research will always be either trade boats or transport boats , other wise the docks sit unused for almost 40 years lol
Titans maybe?
Trait tier/level. Higher tier = more effect of the trait
PC ads when
Pls make +1 slot world for free player
fix armies burning themselves to death with their own firebombs. Either through smarter and more controlled use of firebombs, such as only burning buildings so they can't step in the fire, or the removal of firebombs in armies.
Hello, I would love to see the addition of bridges being constructed across small rivers as I think it would really add to the aesthetic appeal of cities. Additionally I would love to see the addition of pathways between cities that could perhaps instigate trade using carts or something.
add a setting to disable 'favourite unit' privileges
add a way to see how long wars have been going for
more realistic war end mechanics. instead of just “fighting until one side dies” people will actually fight over small territories, say one or two cities, like they did during this period in real life. then, if someone has only their capital or it and like one other city, they can actually be destroyed.
a butchery/a place to store cattle, so that the animals Don't just run around and get eaten by bears and stuff, also baby cattle? Unless that already exists, haven't seen it
Similar to what someone else suggested. If a kingdom makes peace with another kingdom, whoever "suffered" a greater loss, or whoever "won" that war has to make the other kingdom pay, either in land, cities, or have a new effect for the losing kingdom to not expand and claim more cities. Depending on the severity of the treaty and the reprimands made by the other kingdom, the losing kingdom can either have a slower time developing culture/kingdom, OR, obtain a new trait, similar to ambition, and go full Germany in WWII style and crank the development to max dial. That however would come at a penalty cost of lack of resources plus losing relations with other kingdoms.
A Item Creator In-game
• You can Create the sprites in game/Import a png file
• Add Custom abilities
- Damage Effect
- Weapon size (Arrows/Slashes etc.)
- Special effects
Etc.
• And What Kind of resources they need to create the Weapon (powerful weapons->More Resources)
(Weaker->Less Resources)
Warships. These ships will act like passenger ships, but difference is they're designed to fire cannons.
A kingdom should lose relations with another kingdom if they envy resources obtained by the other kingdom. If said kingdom that has these resources, and aren't willing to trade, the envious kingdom will lose relations and attempt to steal resources, OR, start a war.
I add something feasible.
Basically when you have done the update of the clouds that shoot lightning they shoot too many!
For this I ask you to add two types of clouds:
- Storm Clouds: Shooting Lightning is a powerful torrential rain!
-Rain clouds: risk of rain.
Stay like that.
-add a new religious building: the church.
-adding walls in human inventions.
-add the invention of the * fishing rod *, which allows you to fish by land.
-add new inventions:
-wooden boards
- iron pipes
-bricks - wooden or stone furniture.
(new creatures):
horses: can be used by humans or elves. * (STABLE FOR HORSES REQUIRED)
-snakes: they bite if they are attacked or attack them and damage the venom. - ants: they create holes in the ground!
The ant!
-Sharks: attack victims in the water, beware of a shark!
-fish of various types: tuna, trout, sardine, 🐟.
Then add the biomes in the ground to WorldBox.
ok I'm done.
ps: just one thing, other users who have suggested these things go here and invest, thank you if you add them in the game.
I don't think the 200% likely to be leader for favorite units works literally every other unit besides my favorites become the leader and king it's like they want the worst units to lead them
Since docks without boats are pretty useless, I suggest that these boats (Made by Hugo) can automatically be created if no other boats are available. They produce small amounts of fish and can transport a handful of people.
Scientist:
Use:
-makes it so civilation will upgrade quicker, they analyze anything.
-can create cures for viruses, but only a chance.
Immunity's:
-cant get sick
-cant get burned
-regen
Hostility:
Pacive
make a normal Money system in kingdoms and villages. We need it! It incorrect that villages after long time have big amount of gold.Where they found it??
sand civilizations, palm trees, coconuts, etc. (Tanks2500's idea)
we should have the ability to disable cultures so they can develop faster for a quicker game.
A Brown/Orange/Amber Drake, which appears from a mine, they can't fly, do less damage than a regular Red Dragon, but have a higher defence. Can't breathe fire. Friend of the Dwarves?
A Blue Sea-Serpent, a slimmer version of the red dragon without wings, can only be spawned on Ocean terrain. Does less damage and has less health compared to a Red Dragon. Breathes water or ice breath.
A Green Wyvern which never attacks first, it flies around a bit and only lands near mountain terrain. Weaker than a Red Dragon. Doesn't breathe fire. Has a chance of spawning a baby tornado on death/spawn. Friend of the Elves?
A Black & Purple Dragon which is hostile to everything and has blood lust, it does more damage than a Red Dragon but has less defence and health. It attacks everything. Worshipped by the Orcs?
A White & Yellow Dragon which roams the skies, it will only fight to defend itself, it does less damage than a Red Dragon but has more health. Friend of the Humans?
Horses, they can be found in the wild, mostly spawn in grasslands and any race will tame them, to complement horses, stables hold up to 6 horses and horse armor.
Make two new powers and call them king select and leader select. any unit in that particular kingdom / village when hit by the power becomes That villages / kingdoms leader/king.
its ok to share free premium APK but its not ok to add +1 free save slot ?🥱
caves, they take up world levels wich you can navigate with two arrows, lots of minerals and resourses hide deep below. Natural ones spawn in hills. New creature: Mole People, they do create caverns and other structures
Die in sunlight
And hoard gems, jewels, gold, and other resources
New world type/setting/timed occurrence night, the mole people cone out to attack
Defects
Blind
Buffs
Fast
Good attack
Can detect entities from 50 tiles away
Spiders, they are random sizes and naturally spawn in caves, have venom damage over time.
amazing biomes concept by u/samu0077
Tea... used to remove madness and gives the calm mind trait
change tech trees to something more like technology and skill trades, skill trades are basically the practice of technology that hasn’t existed yet or a refined version of an existing tech, and technology is basically like the stage of what trade is done throughout the culture, higher skills in trades make for more complex stuff, and add a state that if one culture has finally gotten to coal Engines then they hit a industrial revolution benchmark
add skeleton villages and kingdoms and boats and stuff
Pirates, pirate ships, and pirate villages. How are these not added yet!? Imagine what you could do with an island like Tortuga in this game, sending out pirate raiding parties to steal gold and put the pressure on kingdoms. Maybe this could be integrated with early gunpowder weapons, although I know they are not planned at this time. Seems like a great idea to add pirates!
add the Xiphos blade
Krakens that can be placed in the deep sea areas, they attack ships to prevent them from reaching their destination
Please fix the fire system, literally no one in the world knows how to avoid flames and armies will literally light themselves on fire with their own arsonists because they don’t know how to avoid it, the same goes for literally everything and most creatures in wars will die to flames before actually fighting an enemy, doesn’t help that if they don’t find water they’ll just up and burn to death since they’re too focused on chasing, being lit on fire is guaranteed eventual death even for full health creatures as long as they’re away from water or chasing something
People only go on fire pixels, when they see demons, in other situasion it is really stupid
Sugestion: balance the power of races, orcs are now very op's, humans and dwarves are very weak, now if I put the races for them to war, the orcs win. Stats base that I think should be balanced:
Atk Def Cac Spd Vca Hp
-humans: 16 2 1 40 60 100
-orcs: 17 3 2 37 56 102
-elfs: 16 1 1 43 64 104
-dwarves: 16 1 1 40 59 95
The dwarves were very strong before the civilizations update but now the organization of the houses make them build fewer houses and weaken them, why not add an option to activate and disable organized houses for dwarves ?
Sugestion: Reduce the requirement for knowledge points to acquire technologies by 80%.
For the development of updates to get faster, the community can collaborate with development in a chat, whether sharing programming codes, making pixel arts for the game, this would greatly accelerate development. The name of the chat can be #👷♂️Community-Collaboration
Sugestion: Now with the huds and culture design screens ready, it would be much easier to make a government or religion systems, just use the features of the cultures and make some adjustments.
Sex. the villagers can have sex and have kids and to have kid there needs to be 2 villagers not 1
make different types of dragons
caves, they take up world levels wich you can navigate with two arrows, lots of minerals and resourses hide deep below. Natural ones spawn in hills. New creature: Mole People, they do create caverns and other structures
Die in sunlight
And hoard gems, jewels, gold, and other resources
New world type/setting/timed occurrence night, the mole people cone out to attack
Defects
Blind
Buffs
Fast
Good attack
Can detect entities from 50 tiles away
Spiders, they are random sizes and naturally spawn in caves, have venom damage over time.
Enforce ads on all platforms (bought or not)
being able to control units, like crabzilla
Enforce ads on this server
the people can research lost cultures from previous eras for rare knowledge and such
Add King Kongo (knockoff of Kong)
domesticated animals, give humans the ability to domesticate wild animals such as sheep, wolves, chickens, and maybe, if a human has the proper trait, dragons. potentially add a very, very rare trait called "dragontamer" or something, which will allow them to tame dragons, which will let the kingdom they're a part of use them in battle against other kingdoms
Nuclear/Atom bombs leave fallout radiation that stops plants from growing and damages creatures within it for about 2/3 in game decades.
we should have the ability to modify traits, and add other ones
academy so that white mages can be naturally spawn, as for how then a new stats called "mana affinity" would be nice,cultists hideout so that evil mages and mobs can naturally spawn, and maybe when they're near death they can turn into demon or lesser demon, and lastly...GOLEM!✨
sell game rights
add fish
day and night cycle and add werewolf,vampires please
Replace heads of people with pumpkins on Halloween
Don't lie to me.
The bug were you can clone units to other maps was removed so could it somehow return in the next update but as a game feature. Because it was a create way of moving your advansed units in other worlds and it was good to create lore
battleships, the navies need battleships! Not only can ships fight on the sea but can support the ground units if they're close to the shore.
Naval Warfare
I know this has been recommended to hell and back, but I think I might have a bit more of a Unique take on it
In order to Introduce this style of fighting in a Natural and easier to Implement way, Warships should be purely for Strategic Warfare.
- Strategy would have multiple strategic ways of fighting, listed below
- They'd attack points, such as Defense Towers, Barracks, Docks and Capital Buildings
- They could also attack points where they make money from, destroying Mines, Farms, Fishing Boats and more importantly, Trading Boats.
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Warships would be avoid engaging battles with Individuals or Armies directly, as that'd be overpowered and probably ruin some battles. This gives some balance to what could be pretty OP.
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Warships would engage with each other, if two Warships of countries at War are within a certain distance, they would attack each other. Pretty simple.
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Collateral Damage would be important in Balancing, as the explosions of the Cannonballs impacting could damage the Armies indirectly, however, if a Cannonball where to miss a shot during two Warships standoff and hit an uninvolved country, it could start result in another War.
whenever a kingdom destroys a village of another race the buildings remain abandoned. I suggest that when they send a colony over to those abandoned buildings instead of destroying them for no reason maybe they could learn some culture from that and get a small culture gain boost from the culture of a separate race.
There should be a way to elect kings
Dragons can now lay eggs which will hatch dragonlings, during the hatching process they can be stolen from the mother by any of the races or evil creatures, the egg will be hatch and tamed so that they either turn into Calvalry Dragons and Evil Dragons
New Rare Knowledge called Corsair
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Corsairs would be a a different take on Pirates. Corsairs would give Units the ability to Raid Ships during Wars, being able to take goods stored in the Ships
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These Troops would be given the a Swashbuckler Trait
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Unmanned ships would be also be able to be Captured, as to not make this Janky, ships would be Captured by bringing the Ship to a Dock owned by the Corsairs Kingdom.
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Just to Recap, a Corsair would be different then a Pirate, more of an formal unit then the Raider like ways of Pirates. They'd still fight normally, just with the Special ability to raid ships during attacks
This is just my take on a more in depth version of Pirates, I know there are a lot of potential issues that could go with it, but I feel it gives more potential to their Idea and Mechanics.
if we do get a pirate update or something similar I think if pirates get their own villages I don't think they should be able to make any new villages. They should only be able to conquer and control other pirate outposts or another suggestion would be that pirates could conquer any type of village but would have massive problems doing so. If they conquer a non pirate village it should have production cut in half and have a massive revolt risk. This is just my take so feel free to either build of it or change it completely.
Pirate/Bandit bases they can spawn from. Like towers for the cold ones and demons.
A way to teach cultures certain tech
More Races
Please give the dwarves an intelligence boost. I haven't seen one with an INT above 1 since cultures came out.
culture can rebel depending on time a country is divide with the same culture and is at war with each other but the culture will divide snd spiting the culture into two new culture or more, give the spit culture a faction of original research.
unsheathed sword animation and sheathed sword animation
sorry about the grammar for the first one I posted
individual cities can be more supporting of a war the closer to the opposing conflict they are (I.e being closer means they’ll send more warriors)
your suggestion
Buying Pc WorldBox with more payment method like Mobile payment or GameCode yes?
The Kingdoms tab should have a statistic that shows the level of the culture that’s in that kingdom (average level if the kingdom has multiple cultures) and the Cultures tab should show the average intelligence of the people in that culture
Ice Age: I'm not sure how this will fit into the game if at all but if there was a disaster or just a way to make the entire world cold without using worldbox powers that would be pretty cool
Credit to @worldly torrent
I think the game having ambient music would be nice. Unless it already does and I’m just deaf.
your suggestion you should be able to edit the level of units and creatures!
your suggestion
sorry for above. but a way to force level up cultures?
druids or fairies should be summoned naturally if temple is builded so these temples won't just be useless
Add deer to the game
(The culture update makes it take super long to make transport boats. decrease the time it takes for them to get that culture)
a further increase in tech, such as walls, tank, planes. Basically something to change and add a new element to combat. Even just tamable war dragons
Civs able to make bombs and bomb other cities/towns and kingdoms if there is a war
“Coffee Plant” power. Similar to berry bushes, but give speed buffs when the resource is consumed as food. Doesn’t occur naturally for the sake of culture development.
Rare culture skill: Rediscovery
A culture without adherents can be spawn a culture zone when one of its destroyed/abandoned building is salvaged by a culture of the same race.
Rebellions are planned out:
Prior to a rebellion, riot(s) may occur where the civilians fight and attacks the military of the kingdom (like how it is now), but, the separate as a kingdom, they’ll have to kill the town leader (which would fight back as they’ll be loyal to the king who gave him power). Failed revolutions will result in harsh punishments by the king (ex. kingdom will have more military in the village, they might limit the growth of the village, and they might also limit the weapons/armor the village gets for their part of the army.
There also will be rebellion leaders, these are like village leaders but for the revolution, and a successful revolution will instantly make them the king. They will boost the strength of the rebellion army by providing morale, and they will be one of the strongest people in the rebellion army. This person will also instigate the revolution by preaching freedom from the kingdom in the town square. Now, if the kingdom has the military there due to a failed attempt and the army sees somebody trying to encourage another revolution, they might kill them to prevent the rebellion.
Tl;dr: revolutions have leaders, leaders will be to leaders and best fighters of the rebellion (providing a chance to have the village become free from a huge kingdom), but, the trade off is these leaders can be killed before they rebel the others in the village
savanah update
I know its been reccomended a million times but its a good biome.
Hyena. It can rival wolves pretty easily. Same health as wolf except a lot more damage. Scientiffically the hyena is stronger than the wolf. And they will be pack hunters.
Zebra. Idk their black and white and do nothing just roam around in the savanah as food. Like most of the animals
Knights that can be trained into Paladins from the temples
power to Delete some Culture's Border.
Make a specie or a Kindgdon Live in another specie and another kingdom area like a foreigner or a Embassy Diplomat And if the Two races or kingdom are at war they will Send them back home or Kill them, also Add Real people on the boat cuz the boat is just like a entity no one is Sailing them
If you lower the elevation of the world enough, it eventually gets to the lower layers of the earth, and stuff like magma and lava can come out, and eventually it could even lead to hell
fill tool
it help us fill the gray layer
There should be toggle on these fiture
-togles on war
We can choose which civilitation would go on to battle ( Controlling wich civilitation Will go to war)
I suggest that this toggle should be seperate with the random war toggle, so that the war randomisation fiture Will still be There. So we can have both fiture to control and randomised war.
-togles on to change capital
This togle should make us control where the empire capital shall go.
Since Weh have leaders of nation, and we have update on culture, how about There Will be leaders of culture as some sort of a Pope or religius leader
I think each race should have a flag in their villages, when they build it. It’s like a extra decoration but the flag has the factions banner on it. To show that it’s their village and just to be decoration based.
easter egg - when you name human "mastef" he will look like mastef (without cup of coffee in hand), he will have infinity coffeenized effect and new trait "mastef" that give +50% to every stat
add the ability for villages when unable to expand should be able to naturally achieve a more compact building system and if roads are involved the roads will be destroyed to make way for buildings especially in the center of the village around the campfire this allows for more population capacity, and cities if large enough will set farmland in a random square, this will allow villages to be particularly dense in population
this isn't my suggestion,this is interesting so i decided to suggest it again so it can't be covered by other suggestions :).
Similar to what someone else suggested. If a kingdom makes peace with another kingdom, whoever "suffered" a greater loss, or whoever "won" that war has to make the other kingdom pay, either in land, cities, or have a new effect for the losing kingdom to not expand and claim more cities. Depending on the severity of the treaty and the reprimands made by the other kingdom, the losing kingdom can either have a slower time developing culture/kingdom, OR, obtain a new trait, similar to ambition, and go full Germany in WWII style and crank the development to max dial. That however would come at a penalty cost of lack of resources plus losing relations with other kingdoms.
I forgot who made this originally.
(a random button that selects a random power you for when u cannot decide what to do next)
ability to toggle xulture tech on and off, it can be annoying at times
make it easier for units tto not only start, but SURVIVE in the cold.
an ingame soundtrack, or the ability to make your own sound track?
make Akbar where villagers can keep food
An undo button. For when you accidently ddrop acid instead of rain on villags or something
hurricanes
if you put lava acid or blood on unfilled ocean pixel you can make lava, acid or blood ocean. Blood ocean heal, acid deal damage and lava sets on fire and deal damage vut less than acid
Ok so a few suggestions:
Domestication of animals: Humans are able to domesticate friendly animals such as sheep and chicken, keep them in a barn and eat their meat and products (milk, eggs)
Occupations: Once a village has a certain number of people, jobs will be assigned. The occupation of a villager determines what they will do. For example, a lumberjack only cuts trees, a farmer works in the fields, a livestock manager works in the barn, and a hunter actively looks for hostile animals in village boundaries and unclaimed land.
Laws and policies: Villages and kingdoms can make laws and policies which change certain ways in how the village/kingdom works.
Village laws: These can be turned on/off by the player and also determined by the leaders of a village.
For example:
Higher/Lower tax rate: Villages will take more or less tax. More tax makes the village richer and more powerful but makes the villagers more likely to revolt, lower tax does the opposite.
Working soldiers: While a kingdom is not at war, the soldiers will take part in farming, lumbering and other jobs to produce more resources.
Kingdom policies: These laws will affect the whole kingdom. They are typically larger scale and have more impact.
For example:
Gifts to capital: Every year, each village is required to give the capital some resources. Makes the capital more powerful, but lowers loyalty.
General UI changes:
-Make us able to see the items trade ships have, and the trades they will have with the villages.
-Allow us to see a person's children via the 'children' tab. Family trees could also be provided.
-Make us able to change the traits a person has, and make the traits hereditary.
-Make warships able to attack other warships via cannons.
tanks or planes as spawn-able entities. not discovered by civilizations. similair to bombs or alien guns.
i have a kinda big suggestion:
add naval fleet (and dont tell me it too modern, there is battleship at medieval time too)
add a new kingdom trait: colonialism, which make the kingdom more aggressive toward other kingdoms, make a war aftermatch tabs which shown the static of a war of some kingdom.
Add a new revolution system that if the land was from a older kingdom there is a chance of the revolution to revive it and still got the same name, flag and even age.
Add cannon, that thing existed since old time too
Add shield, which people can use to block projectile or attack
Add crossbow, dealt more damage but shoot slower, like alot
Add horse, which human can tame it and ride it
Add bridge, so people can build a bridge over small water gap
Add lighthouse(lighthouse existed since alexander era)
Add different biome based on the location of the land
Add the setting that let you change the direction, depth of the earthquake
Cultural traits or rivalries; make it so that nations in specific cultures have traits that are common in that culture. and for cultural rivalries, make it so that nations in cultures may dislike nations in other culture simply for being in that culture.
Worldbox should add day time and night time,such that allows soldiers to surprise attack other villages at night
you can Edit the flags of your kingdoms
make like there is an "Alliance" between 2 or more kingdom. Which boost allied kingdom's reputation with each other, boost their trading, and even help with military if one of the allied kingdom is in war with non-allied kingdom. Allied kingdom can bettay or leave the alliance too
tumor is capable of maintaining a civilization, always thought it was weird a hivemind couldnt be smart
change the World Box discord pfp and banner to match the new logo
Beards
can I divide somethings power and seal it in someone to make them stronger
a dinosaurs update 
more detailed plague like a certain death rate and whoever survives is immune
Increase spawn rate for animals
add a way to download maps on iOS
Make a playable Human, Orc, Elf and Dwarf... nothing like building or harvesting, just so that we can move around and attack...
crowns, Kings could wear crowns, it could have an additional buff
When weaker kindom has a war with stronger kindom, he doesn't sent his army to attack, because he send his army to his village, which is the nearbest to enemies.
tumor has stages of development to become powerful
War Crime in Great Britain
have kingdoms prey to you (they ask for animals, trees, rain, etc.) and if you help a kingdom enough they start a religion around you (different races make different religions)
greg
When kingdoms of different cultures fight and ultimately leads to the destruction of ones culture, the victorious culture/kingdom should be able to steal 1-2 different researches that the dead kingdom obtained. (obviously the victorious kingdom wouldn't be able to take already existing researches. They'd take 1-2 that they haven't researched.) Example: Elves and orcs fight. Elves are victorious. The orcs researched everything the elves have, but the orcs have roads and watchtowers, while the elves dont. The elves can take either one of the two researches, or take both. This would depend on either a new culture skill or depends on how many levels they have in their culture.
an opinion to skip tutorial
When a village rebels it also creates a new culture. This new culture doesn't start over but instead creates a copy of the culture it broke away from and then the new kingdom can research different tech from there.
archer tower dont attack mega crab
maps that loop to simulate a spherical world
A dinosaur update, and also some animals like mammoth, smilodon and sharks, perhaps a megalodon
Naval Update
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Ship crews consist of actual people.
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There is list of all crewmembers and passengers.
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Captain of the ship gets "captain" trait increasing his stewardship, while all crewmembers get "sailor" trait making them swim slightly faster.
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Crew changes over time, sailors retire after long service.
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Ground units no longer attack boats, it's pointless and only distracts them.
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After ship is sunk everyone who was on board has to swim for their lives.
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People can swim in shallow water but they take damage in ocean.
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Battleships. Huge boats with cannons, archers and bunch of soldiers ready to strike in any moment (there are always some soldiers on board).
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When one of the sailors has bow or staff he can use it to defend from enemies, even on trading boats.
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Boats may catch on fire and take a lot of damage!
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Every boat has some resources on board, from gold to food.
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Boats are regularly returning to docks in order to send all resources to city storage.
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When battleship gets close to enemy trading boat it can stop it and take all resources. Small boats can also be intercepted by...
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Pirates! They're sailing in all kinds of boats (preferably battleships) and are hoarding resources pillaged from boats they sunk. Whoever sinks pirate ship takes all their resources to city storage, victorious captain also gets "pirate hunter" trait increasing his warfare, diplomacy and luck.
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When madness is used on boat it does not explode, it turns into pirate vessel. Crewmembers don't become mad.
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Ghost ships. Cursed vessels return after they're sunk.
optional spherical maps
toggeable option to place a city in the spot where you put a sentient creature instead of making the AI choose to settle where it wants to, making historical maps easier to do
drouts
Have Crabzilla be the canonical physical form of you in the game.
People and animals (which aren't injured by water) should be able to wade in Shallow Water, as it is shallow.
The ability to, like crabzilla, control one of the npcs (humans, orcs, elves, or dwarves) and play as them. the world around will play as usual, culture will increase, borders will expand and wars will happen, but you get to play the npc of that kingdom and perform different tasks to help grow the kingdom, or yourself with better gear.
I'm Brazilian don't care about that
I have 2 things
Ax
1-War Update
There will be boats military
and already types of cavalry and they stay in the stables
2-well them it's practically a kind of code of digits nodes 3 points for map installations
dinosaurs i want t rex vs orks
specialization of labor and labor skills, this could be used in place of knowledges as historically it is known that families preferred to teach their trade to children making it possible for communities to adopt more specialized tasks like housing, pottery, farming, shipbuilding,etc. once public education is actually implemented into the culture it is likely that skills will improve outside of family lineage mainstay leading to a research system
add family trees to see how much a village lives on incest
interracial marriage and political marriage please, so much more possibility,specially for political marriages can be another layer of defend for smaller kingdoms or way to open trades between kingdoms
add deleterious traits for those who marry someone that isn’t further than third generation cousin in the lineage
add hybrid species
some villagers (mostly poor ones) have some sort of "justicebringer" status, that makes them try to kill the king or village leader sometimes if they are deceitful, gluttonous and/or too dumb, unless the leader has golden tooth status effect
Add birds
add jobs and labor skills, jobs are usually determined by the labor skills, and labor skills will improve by the type of job, the skills will pass on to the next generation with future children not getting as much skills as the first. Ex: carpenters will improve in carpentry skills and will pass those skills onto their first child and not so much to other children and when a child grows up they will pick a set of jobs that use the carpentry skill
Have it so you can stop possessing crabzilla, and let it roam as an npc that destroys all, or you can just posses it like normal. Basically 2 modes for crabzilla.
you can possess and depossess any creature you want
add a cyclops, a big being that can shoot a lazer beam out of his eyes, can pick up other beings, bite them after picking them or up or just crush them, or just hold them and bring them somewhere else, and that place will be called "cyclops cave" the cyclops can pick up beings and put them in their to store them until he is hungry, he them goes in his cave and eats them. You can't escape this cave if you are a regular NPC, but it can be destroyed, have the cyclops have 3k health, 10% armor, 10 speed, have damage thing happen every time he takes a step like crabzilla. He can also roar, which does nothing but sounds cool, his damage for kick would be 40, crush 50, bite 100, and stomp 30. And that is about it.
religion, npcs can make altars and sacrifices to try and earn your praise (or their idols and you can smite them down)
add duchies
Crime: crime will be a basic metric of if a kingdom is keeping civilians happy. If a lot of people in a kingdom are unhappy (ex starvation, lack of military patrols to protect them if a kingdom goes rogue, overpopulation, natural disasters such as fires, disease, etc.) crime can only be stopped if the army comes in and kills the criminals.
Crime will boost during wars (since criminals will be able to do crime easily since the army is busy fighting the war).
Types of crime:
Murders/serial killers: kills people
Robbery: If starvation is high, this is a very common effect. Robbers will steal from houses to get money and resources
Arson: burns down farms and wood houses to rebel against the village and kingdom leaders
Pirates: pirates are like robbers but only if the situation is dire (ex 90+% of the village population is starving). They’ll create pirate camps outside villages, and they’ll raid villages to rob and kill people (but they can’t invade to steal the borders of the village though)
suggestion world auto save
add a world auto save, it kinna annoying when you let your world run all day. and when you try to save it, it crashed
i suggest the devs should add kingdom traits meaning like, human traits but kinda different so it could be like : aggressive, so if the kingdom has this trait they will be more aggressive , maybe also no mercy trait, so they wont just take the village they would kill all its inhabitants, next i think they should medieval battleship for naval warfare, they should also add war strategy, the next thing they should add is new biomes like savanas, swamps, better oceans, more animals like crocodiles to fit the biome
Actually make the cannons on the human transport ship useful
We need marine animals, like whales, fish, sea horses, and etc.
Naval Battles
toggleable option that makes plagues generate naturally and become weaker over time because of the people's immune system. when this option is on, a person that didn't have a plague has contact with someone who had (or a direct descendant of someone who had) will contract the plague. this way if 2 reigns who were completely isolated from each other because of the sea finally have contact, they will suffer from each other's diseases, like what happened when the europeans colonized africa and the americas irl
make an option to destroy the plague completely. for some reason it doesn't work when you shine divine light on every corner of the world
seasonal updates (meaning every season is a seasonal theme. Halloween could have a skeleton or zombie invasion. christmas could have elves and a good santa. easter, obviously a killer bunny. and st. p day could be leprechaun.)
make an opinion to choose your world era between "Medieval Fantasy" and "Modern" when creating the world
add gunboats, they are boats with guns
A world law that lets nations from other worlds invade that particular world. the outside where you can't build just looks like ocean. like there's something beyond the big boii ocean. I always imagined my other worlds if you went far enough. it would be a cool feature if the strongest nation could come and colonize the new world. obviously it would be a setting or a world law.
add option to make the map have no borders but instead of making it infinite it would be possible to walk on one side and appear on the other
Multiplayer is not optional. HOWEVER. There should be a mode where people upload their latest creation, and your world and the other world can compete in whoever is the strongest.
even if you don’t make a ship update (which despite the pressure is completely understandable) can you just add two SMALL things?
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Ships need an actual crew
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Ships can only carry a smaller amount of people to promote fleets
if a penguin gets hit by a lightning, he will become a penguin boss
the lightning sfx is so loud
and the rain is longgggg
i put the volume on 15 and they're both almost as loud as the music playing at 50
Auto save every 10 month maybe 🤷♂️?
add an "Easter Egg" for Mastef = The Chicken egg has a 1% chance to be named Mastef on Easter and it gives the chicken gains Immortality from it (only if named Mastef by game)
test
"Are there any features that allows us to modify character traits or inventories?such as removing a trait or moving an inventory item inside of another character inventory.or repeatedly spamming them with the blessing option so they become more stronger overtime rather than it just being a one time thing only."
add ice dragon that freezes units instead of burn them. Itl be mich easier frezing the entire map
do a fauna update where you add a shit ton of animals. Like hyenas and whales and komodo dragons etc etc. we need more fauna weve been having the same animals for a while now
they're trolling me for sure
it'll be great for each kingdom having a register for their history (primordial things) like the year they created the kingdom, from which kingdom they're from (if they form by a rebelion), who was their first king and the king who last more with the power.
also would be cool if a kingdom have a historical "hero", like the one who kill more at their rebelion so they save kingdom or make it bigger, they can make a religion out of that
we should have castles back for kingdoms for the king to stay in, and should be the main capital building and should also be protected. Idk maybe the castle itself has some defense, a higher health than all buildings. And there should be some castle guards always defending the castle. They are stronger and have the best armor. I mean hey, king needs some bodyguards at least.
the religions would be great if there were type of them, maybe one could preach to a all mighty being (us), another having politeism (preaching to druids, fairies and cults believing on heros or iconic characters on their history.
Upgrade the blessing feature to allow us to continuously increase the stats of the civilians everytime we bless them, setting number cap of the stats at perhaps whatever maximum stat number you guys have available e.g. continuously increase speed stats per use of the bless until we reach a number limit of the highest number stat possible.
add Ad rewards back
add new brush that allows you to fill
|Add horses|
-Horses will be faster than humans or Orcs and the others
-And have a new construction: Stable for humans to place horses and feed them
-It can be used as cavalry in wars
We need Horses!
New Trait so that beings of each race can tame horses, like a Lasso, that this becomes a new job for villagers to capture the "wild" horses and turn them into domestic animals, and this should be a culture research skill, a level of each tamer can be more likely to have more horses tamed, and assign them to the respective tasks, such as combat horses, transport and transport of resources or trade... And the number of horses in a stable should be limited accordingly with the size of the kingdom and the need for the tasks.
Improvements for culture
•Masks and paintings: some cultures will change the people sprite giving It a mask or Just a face Paint.
•Assimilation and deviations: when a Village get conquered it will slowy replace it culture by the conqueror one meanwhile If a village become independent it culture will slowy diverge of the initial one.
•madness restart the culture: the madness trait removes the unit culture as it do with the kingdom... Lets pretend the mad unit lose it memory.
Improvements for culture
•Masks and paintings: some cultures will change the people sprite giving It a mask or Just a face Paint.
•Assimilation and deviations: when a Village get conquered it will slowy replace it culture by the conqueror one meanwhile If a village become independent it culture will slowy diverge of the initial one.
•madness restart the culture: the madness trait removes the unit culture as it do with the kingdom... Lets pretend the mad unit lose it memory.
Cultures are supposed to outlive kingdoms they were developed in. This assimilation idea would make all conquered cultures disappear, and it would ruin the whole point of culture update which is making specific regions unique. Just no.
add colour red to human kingdom, the most closest colour it's pink/purple
Okay,the devs gotta make an add traits for PREMIUM users like add Armour,add traits and other stuff FOR MOBILE AND PC pls,but mainly mobile first cause pls we don't have mods pls ;-;
Dragons and UFOs die too quickly. We need a new boss mob that can be caught like a raid.
Add amogus impostor 😈😈
Skeletons and Bandits can capture and use transport ships to travel across water instead of them swimming and getting picked off by arrows
It's a better mineral than adamantium.
Burning Arrows:
Arrows that burn. Burn people and houses
grass grows faster near rivers
Also add a river tile
fireproof enchants for armors
"Sterilise" This would be a miscellaneous power that lets you sterilise populations and not let them have children. It'd be fun to see your whole world slowly crumble and see the last holdout of civilisation.
Another use would to just get rid of an unwanted civilisation without harming the environment.
castle's in every kingdoms capital village
Make a trait that keeps the unit's hair color so that everyone doesn't look like old people.
your suggestion
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add money
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if there is money add economy to kingdoms

Add an arena like the Coliseum in the capital of kingdoms
A Currency (it would be cool if different races have different currencies)
a trait of dragonkiller, this trait will only be given to the one who manages to kill a fearsome dragon.
actual economy for kingdoms, they have to export and import
Add something that would make villagers leave the kingdom or rebel against the kingdom if the villagers are not happy with their leader or don't like the kingdom
Maybe there can be two layers to the world an above ground section and underground section. The underground section can have mines, tunnels, and maybe new creatures, plus villages can have mines or underground travel routes.
suggestions:
Make bandits capture things like boats and use them against their enemies
Make boats actually attack
Make mobile maps bigger
Make plague doctors actually cure plague
Maybe there can be a feature that lets you make you own custom unit.
Maybe if two empires, villages, or kingdoms of different species go to peace maybe we can see crossbreeds like, half elf half human, half orc half dwarf and ect.
add vampires and werewolf
the world has multiple layers so you can watch people mining, battling and building underground and in-mountains civilizations (like the irl petra, derinkuyu and orvieto for example), bunkers and structures
culture traits unique to a single culture so all cultures aren't the exact same in the endgame
a reputation system:
if a kingdom is like very violent their reputation will be worst to other kingdoms and they'll don't want to have relations with they
Kingdoms put spies in enemy kingdoms to assassinate the king or leader
Add angels, they will attack demons and protect humans, orcs, elvs, dwarvs, and druids. (I know druids are not in the same category as humans, orcs, elvs, and dwarvs.
[A new natural disaster high waves that destroy any boats nearby and if they wash up on land it destroys buildings on the coast
A new (Castle) building limited only to the capitol of every nation
And when a new king is appointed he leaves his hometown to live in the castle
Trading wagons to transport resources from nation to nation on land]
we need a civilization that can inhabit the water, maybe Atlanteans?
too add to my Atlantean idea, maybe we can get an underwater layer of the world so we can see what is happening underwater and maybe we can add see monsters like a megalodon, a sea serpent, and maybe a kraken that drags boats, people, and animals underwater.
we need to be able to have kingdoms discover other kingdoms and not immidiatley know another kingdom which is miles away. Then they can also learn from the kingdom
here are some monster ideas. Sirens, werewolves, vampires, dhampirs, harpies, minotaurs, and a Cyclops.
Goblin civilization
if they limit the size of the villages, paths between villages would be nice, also limiting the space for villages i think is the solution to the walls problem.
also there's a lot of bugs with the textures
maybe bamboo can be added
Reptilians civilization
add spartans
add culture merging and splitting
buff all nukes dmg because for some reason if I nuke a city alot of ppl will survive
Maybe when a civilizations culture is high enough they can create a portal too the underworld and start to spread there.
maybe when a king dies the kingdom will make a statue for them, but if they didn't like their king they will not build a statue.
We need an Ogres civilization! Because Shrek would be PROUD!
Fire slimes, Water slimes, Acid slimes, and Regular slimes. When a slime dies it turns into two smaller versions that have less health.
Dogs.
let people plant on snow
kobold race
small lizard-like people who always walk, hunt and battle in group, like expensive and shiny ores, hate goblins and humans, steal from their enemies, praise dragons and like living near lava
Buff the “Way of Life” knowledge to 25 years instead of 10.
Make clothing actually be useful.
For clothing to be a thing, it would be needed to add "Weathering" or "Climate" Such as, slowing down a person in the cold. or with less clothing in heat = more speed.
The cold could slow down a persons movement.
However with the item to be added would be a Fur coat. It would add 30+ Warmth to the user of it.
A base of the "Warmth" or "Body Temp" Would be at 100 in neutral state.
Along with less clothing in heat = less resistance in movement.
Buff the “Heroes” rare knowledge to 5 levels instead of 2.
add terraforming knowledge
a kingdom descends into complete chaos for some months when suddenly changing their capital city, this way they are "punished" for having lost their capital, presumably captured by another kingdom
I think armies should have a retreating system. Whenever their army group is low on men, they should retreat and regroup
Add some horses. Also, soldiers ride horses to war.
Tectonic plates on the world that very slowly but surely move around the location of things in the world. Moving accelerated and earthquakes start when you hit the plates.
If we are going to get smaller villages with larger distances between them it would be cool if there was now a chance for a culture to become nomadic and go around setting up temporary towns in empty areas. Maybe the civilization can split into different tribes that compete with each other for status and maybe that can be what leads to wars with landed civs. Maybe that last part is too complex but I think it's cool.
instead of relying on tiny, small, standard, large, huge and gigantic default map sizes, you can specify width and height of your world when creating it
Oh and the nomads would pick up and move every 10, 20 or 30 years. Whatever works best.
music
no more random plagues
or make it an option
pls add mini sea battles,
ships cant travel on near water
they can only travel in close ocean slowly and fast in blue ...
bug or new feature: they kinda stopping every 3 secs.. unlike before they head straight to where they are going.. now they like stopping every time
when a nation conquers a town its culture shld convert that town
necromancers can revive soldiers who recently died in that area to fight for him
Spies: they’ll be hired military of kingdoms, and they will have the job to being like a war scout (ex they’ll mark the villages with low armies present, the location of the enemy army, if the kingdom is planning on sending a transport boat attack then the spy will tell the kingdom to prepare and to guard the coast where it might occur, etc)
Basically, good spies can cause a weaker kingdom to invade villages easier and to firebomb villages where the army is at (to burn and hurt a lot of the army), and to guard against attacks. The flip side is that if an enemy soldier sees the spy and alerts the kingdom, then all info the spy gained is worthless, and the kingdoms will be less likely to reach peace
a rebellion tool but for cultures
-when used on a city it will create a new culture in that city, they will keep the same technologies as the culture they rebelled against but change their clothes and start researching different techs.
Animals who have been in snow for a bit have visible snow on them.
add primitive to medieval flamethrowers for pyromaniacs
add more bill wurtz references
[more modern eras but also a tab that lets us choose which era they stop advancing at]
add cultural and religious laws even religious laws that can contradict cultural laws
it would be nice if the culture system changed and basically the clothes of the people marched with the buildings and weapons. Personally the culture system is nice however it rubs me the wrong way in the fact that the buildings and weapons don’t match the clothes of the people. What I am saying is the culture system should have a race only culture and a culture where all races can get ya know? Like medieval Japan culture and Rome can be accessed to humans and other races only if they are near one with that said culture
add cult of beauty status for villages which will make population growth increase exponentially and beyond provided housing
add rice farms for water farming
literally add music for events ect
add a lot of stuff inspired by Japanese culture
more bioms/culture
Worldbox should add thirsty bar to all races as well if they don't have access to water to begin with they will die of dehydration and can't establish a new village at all
Disaster power: Prophecy Meteor
As destructive as a regular meteor, but will strike 100 years after being spawned, as opposed to instantly.
The unit that kills crabzilla survives the explosion, and gets a trait aand maybe their stats get better
more abilities for crabzilla + a healthbar
Alliances and battle plans. Kingdoms may get their own army to the kingdom they're aligning themselves with to help them in wars. Both kingdoms use their strategies to go in tandem with each other to defeat a greater power. There could be wars between different alliances. An alliance can form around debts. Small and new kingdoms may ask bigger stronger kingdoms for help and be in debt to them.
add a hoe for us to be able to make farmlands. Some kingdoms just refuses to make more farmlands even when their whole kingdom is dying of starvation
Species exclusive cultures:
Humans: Foreign Learning
Humans send travelers on small boats to travel to neighboring countries to learn their cultures. When the travelers return the kingdom may have a chance to instantly learn one of the culture trait of the kingdom that the traveler went to. Other benefits may be the humans being able to understand the other kingdom's culture and form stronger bonds with other kingdoms or prepare to fight kingdoms that may be a threat
Elves: Peace and Nature
Elves automatically have a stronger bond with other kingdoms because of their peaceful ways. Some species may have stronger bonds the strongest maybe humans and then dwarves and lastly are orcs. Elves are also more likely to plant a tree inside their village since they love nature and forests and they can even get animals to fight on their side
Orcs: Ravagers
Orcs can create small temporary camps near weak and new villages to either raid their resources or slowly steal from them and then run off. These camps can also be big camps near other kingdoms as a way for Orcs to keep them in check and can attack the kingdoms before declaring war to give them an immediate advantage in wars. They can raid smaller kingdoms and then spare them last minute as long as they share their resources with the Orcs.
Dwarves: Advancements
Dwarves' development of their cultures are significantly faster than the other 3. Their armor and weapon production rate would go up significantly too. Most soldiers need to have at least basic armor and weapons and none will be going into wars naked and with a wooden stick.
These are just my ideas for the exclusive cultures but there could be a tab in the world law where a kingdom can choose one of the 4 cultures regardless of the species to make it fun
add battlemage units,which can fight in wars using magic.
fishing
Multi kings kingdoms! When a kingdom is at their max they can form an even bigger kingdom with the other kingdom that they're close to. Having 2 kings that rule over the kingdom and creating a stronger force but has a bigger chance for the people to turn on them after a while
Smarter rebellions. The villages that is planning to rebel can maybe sabotage the capital's resources of food or even break down houses. When they assassinate the king they'll automatically start a rebellion. If they get caught they would also instantly start a rebellion instead of waiting around. Other things could be the people starting a riot in the country because they want peace and if the king doesn't listen they'll rebel.
Day and night cycle. To help with the smarter rebellions idea there could be a day and night cycle where everyone goes to sleep and they can sabotage the capital at night. A day and night cycle can also maybe give a chance for skeletons to spawn to attack kingdoms at night. As a defense a kingdom can have night guards and day guards to protect their village
volcanos should be like volcanoes irl and every couple years will explode and cause a rock island to form or lava to spew and then ruin landscape instead of constantly destroying perfectly good land
a feature where you can view the size of your world.
A community tent which forms into a building for the culture system
Dragonslayer trait, there definitely should be a trait for finishing off or even defeating a dragon albeit an injured one or simply having a hero that could actually take one on
add different religions like in real world,
Add an incredibly large ship. It can only be made one per country, and soldiers can get on a boat and fight with a bow. Marine battle.
villages must have storage with food and if I shoot it foods on villages will be not.
People must eat more
npcs willing to swim across a < 3-tile wide river, that way a single tiny river dont prevent war from ever going on, plus they dont just work allllll the way around the water to reach other side
- or you know, make bridge actually a thing and not just random road crossing water
if the npc stay in water too long, they get tired then drown
Divine Blood / Cursed Blood
Divine/Cursed blood is a power similar to blessing. When applied to units it grants a buff that is weaker than the Blessing power. However, units with Divine/Cursed blood have a chance (35% for example) of passing down that trait to their children.
Cursed blood has a major penalty to diplomacy against normal kings/leaders, but a major bonus to diplomacy with other Cursed blood kings/leaders. Units that have the "evil" trait will not attack those with Cursed blood.
communism
add dams to the game so villages\states can make use of their strategic geographic location.
add dams to the game so villages\states can make use of their strategic geographic location.
new type of land. Basically hills but inhabitable. and they look like actual hills and not just shorter mountains
culture map mode should also have notation on which is the main culture of a country, basically just put a star next to it, like the capital
also, show the lvls of the cultures, so you don't have to click through the kingdoms' 💡 one by one to check
KNOWLEDGE GAIN BOOSTER
a phoenix monster that would have an attribute called rebirth so whenever it dies it catches fire and comes back to life
Witches that fly on brooms, and throw potions
we need mountain goats and reindeer
moles, salamanders, frogs, coconut crabs (they can steal items from villagers, because they steal items from people in real life), elephants, bison, giraffes, rhinos, hippos, deer, and moose
it would be best if we could choose to have cultures because I feel like it’s very slow to wait for boats to be created at this point and all I want to see is wars and that such
we need Ice dragons
you can see the family tree of you're favorite
It should be possible to make dynasty for one man and his children
Buff the Blessed trait so that it changes from something used to make units mildly stronger to making units as strong as demigods.
Divine light should be able to remove curse from units (Blessed does this already, but it doesn’t revert units to their original state).
When cultur has many technologies, it doesn't need more time for new technologies. For example trade boats everytimes need 200 points etc
Add a death and born graph, a line graph where it shows the people bron and died in a period of time.
people will repair house ruins in their border
there should be a specific job to build and repair things
music
A “Better War” update
1- During war, a military’s size will drastically increase
2- Armies will defend their capital more fiercely defend their capital over any other city
3- A new “Patriotic” Trait, the people with this trait will want to defend their city even if they aren’t part of the army, and if they do get into the army, they will aim to kill as many enemies as possible
4- Sieges, this goes with 2, if a city is defended too heavily, the attacker will attempt to make the city collapse by: Blockading ports, burning wheat fields and destroying mines
Actually I want you to fix something. Bridges stopped being made by kingdoms, even though there are rives between villages.
once taking over a lone tent village that is not in a forest, a big kingdom will allow further growth of this tent town using its resources from its forest territories, so the town can progress further and have more than 15 people.
people should at least be able to settle in deserts with tents or mud huts
We need DOGS
we should be able to choose the abilities, for example, if we want to edit a human or another creature, for example if a human has slowness we could remove the slowness just by clicking on a button called "edit", by clicking on that button we could edit certain aspects of a creature.
A recently defeated village with be taken of half of its resources if it was attacked by orcs
yoursuggestionhere I say there should be a new way to edit units I think that would be a fun way to improve the game and alot of people will like it
sharks, will inhabit deep waters, and attack anything swimming in said water, range for attack increases if person in water is low health.
Ability to change skin color, hair color and clothing style for cultures
add various infections and add inherited immunity to specific infection
primitivism: sentient creatures who live in nomadic tribes rather than in well administrated villages, which makes them flee from the villages. are focused in their religions and their culture develops way slower
anarchoprimitivism: leaderless smaller tribes of people living 100% wildly, tend to raid villages and seek for a wise leader. they don't last many years before turning into primitivist tribes (when they finally find/choose a new leader), joining villages or separating into more groups of anarchoprimitivists (when they reproduce and enlarge their population)
Signs, if somethings not a village and you want it to say something put a sign down and write on it, could also be a marker, have this be an option to turn on in settings
a power that adds intelligence, like the blessing or curse power
make a family update allowing all traits to be inherited, add skills for jobs to make things more interesting, add a measurement of how much do the people keep it in the family, family trees, etc.
Flags shown when you zoom out fore the Kingdom Layout option.
Long overdue for the ability to select which nations will go to war with eachother instead of spite making it randomized. Same with the peace power.
civilisation wizards should be more interesting then the minion wizards.. like more types of wizards 😉
different political ideologies other than basic monarchies. It could be integrated into the culture system by making it a rare trait or making a whole separate section for it. For instance, over time a kingdom would turn into a democracy, communist, etc... if it got enough support, the kingdom would become that ideology. The effects of ideologies on kingdoms would make it get exclusive buffs, changes, and debuffs.
For those asking to add modern and slavery, please read this post
Add a night time place like in coc
in the kingdom tab there are some question marks and I was thinking a race layer would be useful
add it so that you see not only tue emotions of people but also what they are saying and what they are thinking
pets and Magic
for the civilizations that haven't researched boats but have docs, you can add a raft/mini boat or something before they actually learn real boats
(Ngl I wrote this while on 2 hours of sleep so if what I'm talking about already is a thing my fault lmao)
Here's a design I drew
infinite scaling for culture/fantasy-ish technologies of some kind to simulate civilizations/nations that're more advanced than others
like some small nation being more advanced, having (magical, fantasy-ish - maybe when civilization mage being a thing)technology/culture/religious superiority over more 'barbaric' large empire
currently after a while (i guess that's pretty long, but i dont really want to do a 'reset'), all the cultures eventually reaching the max lvl, then the slower cultures would catch up with the ones ahead
natural disaster hotspots where tornados, small earthquakes - at least stuff that doesnt terraform, happen more frequently, like Ring of Fire on Earth but without volcanos
add griffin. Its an eagle with a lions body and wings im pretty sure. Its fantasy so it will fit in with the theme. And it would be our first flying creature
technologies get assigned randomly for each culture, so a lvl 5 of 1 culture may unlock weaponry, but for other, it could be transport ship (they still need prerequisite technologies tho, like cant have ship if there's no dock)
and 1 culture cant eventually unlock all non-special techs by themselves, so 1 culture might never unlock [house 3], other never get [archer tower]
they'll have to get missing techs that're not in their own 'tech-tree' through culture exchange while also meeting the required culture/tech lvl
let's say [smithing] is a basic tech (lvl 1-10 culture), culture A cant unlock it and has to get it from B once A reaches lvl 10, so on.
bring back ore spam because we want it
add frogs.
add squids
More Knowledges!
The progression system implemented with the latest update is really great, and adds a solid amount of depth. For fun, here's a few more ideas for what could be added to the knowledge list.
Weapon Mastery - A culture develops a mastery over a certain type of weapon, be it spears, bows, swords, and therefore members of that culture would favor that weapon, gaining a small damage boost when using it.
Defensive Warfare - They know the land! Members of this culture gain a damage or armor boost when fighting in the borders of their own kingdom.
Foreign Policy - Depending on the personality of the king, this knowledge will give a boost to their Warfare, Stewardship, or Diplomacy skill respectively.
Academia - This knowledge allows for the construction of a new building, a "University". These structures increase the average level of intelligence within the culture, and may even increase the rate at which creatures may spawn with the genius trait.
Agriculture - Increases the amount of food farmers and farm tiles generate.
All my thing must add in worldbox part 1
-Add more slot world for free player like 2-3 save slot
-can auto save like every 10 month (can turn on & off)
-people can be healer and join army
From Manny people
- make ship special for atk (have cannon & area damage maybe?)
-Create a special place for fishing (not using a boat)
-Can tame horse in technology lv15+ maybe?
-make Disasters & events in world. Like if in game world Halloween, summon zombie invasion /infection. If Christmas add good Santa to give item,etc

new update already 
add cultures surrounded by other cultures will research faster than others also add trade routes
extreme weaponry. It will be researched when the kingdoms reach shit loads of intelligence. Extreme weaponry can be weapons used in war. Like greek fire trebuchets and catapults etc etc
CUSTOMIZABLE BANNERS
meteor turning desert into sea overnight
annoying a lil' bit
so yeah, it shouldnt do so
evolution, call forth the monke era, reject hooman 
More tactical formations
Example
Theres this one horde of orcs = 20
There are 4 humans
4 orcs are fine for 1 human, but NO
The orcs will just line up to go chase a kid down
I can see zombies being stupid but why are intelligent creatures like this?
It would be better if it made for sense
Soldiers will march to the enemy territory 
Make it so that you can change the colour and banner of the Kingdoms and Cultures. This is already a feature in SimpleGUI however when a world is loaded it returns to normal, so having this as a default vanilla feature would make for a better roleplay experience.
Racial Stats using Humans as the base;
Human/Humans; Health 2, Attack Damage 2, Attack Speed 2, Movement Speed 2, Defence 2.
Dwarf/Dwarves; Health 2, Attack Damage 2, Attack Speed 1, Movement Speed 1, Defence 4.
Elf/Elves; Health 2, Attack Damage 2, Attack Speed 3, Movement Speed 3, Defence 2.
Orc/Orcs; Health 3, Attack Damage 3, Attack Speed 2, Movement Speed 2, Defence 2.
The racial stats are multipliers btw XD
culture wars, this could start civil wars within a kingdom, with people trying to convert others to their culture through violence
some kind of event for technologies/culture lvl to regress, maybe there's a small chance of it happens during wars - books being burnt, library destroyed, knowledge + techniques getting lost
on the opposite, a country may also gain knowledge through spying, culture exchange, capturing through war
coupled with 1 of my previous suggestion, a nation can only unlock by themselves a number of randomly selected tech out of the total knowledge/tech pool (say, 30 out of 60), then gain some from others (says 10) --> making it 40/60
that'd make the tech system fluid, plus each culture will be more unique, with their own specialty, like marine-time nation, militaristic nation, defensive, offensive, trading powerhouse, etc.
have a mutator button that can toggle infinite expansion or finite expansion of villages
a setting/world-law allowing the east side of the map connect to the west, so pacific ocean's actually a thing for example
Add wizardry research. When a kingdom or culture reaches a certain amount of intelligence or power they will gain wizardry teaching in a form that can cast mini fireballs and mini lightning or any special kind of elemental power etc. Thus they will form or elect an archmage's individual/group amon the inhabitants to appoint for their kingdom to protect or to attack another nation within their midst of capacity. So that we can't rely on ourselves to drop a white mage or any wizards casting them bloodlust and stealing their magical equipment every single time

squids and squid variations (concept based on my suggestion yesterday)
your suggestion
add horses
add nomads tribe and a living turtle island.
make it possible for players to be able to put specific kingdoms in war. one way to do this is making it possible to drag another kingdom from a kingdom’s peace tab to its wars tab
add changing of seasons
NIGHT
communism
Cultures surrounded by woter should develop boats earlier whilst cultures surrounded by land should develop defense earlier.
Make a trait called Nomad, which stops them from joining any village/culture/kingdom, but they travel from kingdom to kingdom and possibly creating a camping area where there is a tent and nothing more, but when they go to leave the area they remove the tent...
also they can only regen at a camping area
ads sharks
If a city gets destroyed and there are still buildings that are standing (meaning if the same kingdom that had that village tries to reclaim it those buildings are still good as new), after x amount of years those buildings should deteriorate and become ruins.
you can decide the aggressiveness of the kingdoms generally, more aggressiveness would make battle royales more interesting and less aggressiveness would be better for lore and realism
Cultural Separation Power
Similar to the rebellion-inspiring power, this 'cultural separation power' will act with the same logic. When wielded, it will instantly form a new culture exclusive to a particular village/city.
Moreover, separated cultures could/will possibly retain a significantly large portion of their 'parent' culture.
There should be a way to search for units. Or make it that you can click on the names on the history tab. It’s really annoying to have to pause the game and click on everyone individually to see who killed what king, mage, or dragon. Also make it so you can inspect things like dragons so I can favorite them and see who killed them.
this one wouldn't really be necessary but a world law that allows kingdoms to spread to their culture to other races. This would probably just be an extra gimmick feature but I think it could work with the idea of religious rebellions.
Mobile Trait Editor, and stat editor for premium users. Pls
alliances between kingdoms to attack another kingdom
make it so that like the people of a city/village will have there own roles and looks for the role for example: a fisherman would have a fishing rod and a belt of worms and fish or a lumberjack would have an axe and black and red cloths
add a day and night cycle
add monkeys and a jungle biom
Favorite units will be prioritized when giving out weapons/armor ( they get the good stuff first ).
Culture brush.
A short sentence description of how a culture started.
maxim unit like crabzilla when
Castles and Palaces that Kings would live in
Royal Family and there Family tree
Depending on land mass there could be Tribes for small Kingdoms and Empires for really big kingdoms
to be able to have a person editor directly embedded into the game.
How cool would it be to be able to create a literal god from a king or even normal person
Incorporate different buildings based on occupations/jobs and make it so a character in the game displays their occupation in their description panel.
Add a weather system so we can have droughts/ turn up the frequency of dangerous storms things of this matter! Also make it where people need rain/storms to grow crops so these droughts have meaning.
Cultures should research what is most relevant to them location wise, and diplomatically wise, so different cultures will prioritize different knowledges
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Schools that children go to
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Castles & Palaces
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Shops
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Kingdoms can build on sand
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Royal Family such as Princes, Qweens, Emperors, Empress, Princess, Dukes, Duchess, Counts, Countess, Marques etc
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Caves, cliffs, canyons, Gold armor for sand kingdom soildiers
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Pets sush as dogs and cats
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If you click on buildings you can look inside and if you click on a castle you would probably see a throne, red carpet, etc obviously only a king or the former Ruler would be on a throne you would see Gurads the other royals walking around and stuff
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Ruins
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If there's War the Kingdoms send Scouts before attacking
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If Kingdoms are at war there could be riots and protests to stop the war and the Villagers could hold signs to stop and stuff when this happens obviously the Castle or Royal estate would be highly Guraded and Gurads would try and stop the madness
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Coastal Ships that Gurad there Kingdoms
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Army Ships have cannons that shoot enemies obviously
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Small kingdom aka Tribes would attack big city's such as the barbarian Invasion of Rome
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If a kingdom owns a lake or the kingdom land is surrounding a pond or lake they can name the lake
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Sand Kingdoms would build pryminds (I know this might be hard to make cus its hard to see the prymind when it's the same color as the sand)
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Slaves
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Army Camps
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Religion
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If you click on someone you can see there Family and family tree and stuff
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Castles would have there Kingdoms flag on it
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Army Ships might have there Kingdoms flag on it
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Custom Kingdoms flag
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Crimes
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Kingdoms have law
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Dungeons for criminals
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Horses
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Framers would herd Animals
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Buggys So people can put stuff in to trade
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Cultures would have buildings base on culture
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Newspapers
add pigs
Rare Culture Skill: Mage Towers
This skill modifies watchtowers to quickly shoot magic projectiles instead of arrows. Mage towers use magic based on whichever race has the skill, like Ice magic for Dwarves, Life magic for Elves, etc.
add hydra. Controllable beast of death. It will only swim in water have three heads and breathes smoltering water. It will kill anything in its path except plants and trees. Its not the most accurate but it would be really fun to destroy things with. Also it will eat ships
add animal skulls. It will look good. Like you can place a bunch of bones and skulls in the dessert too look cool. Bone piles. And if bone piles are destroyed the destroyer will get bone marrow he can use to plant
unit stats or trait editor. Maybe on the debug menu? 
culture wars tools
hear me out, GIANT and PUMPKIN, put these together and you have giant pumpkin 
I know that many other people have suggested this. but for good reason, we need a fill tool
underground tunnels
Show the total amount of wars that have been declared in the word stats menu.
Tsunamis
Demon race and Ancient cold ice race?
Theyre powerful enough to coNtroL the whole world and the 4 races(human, elf, dwarf, orc) have a hero trait or a chosen one trait that can live only 40 years and and when there is demon or ancient cold ice race the humans elf dwarves and orc will form an alliance and beat them :DDDDD
Day and night cycle
cows actually moo
Add ways to make the rules only apply to certain areas or cities. Like you can make a kingdom not be able to make peace or war. Or make natural disasters happen in a zone
an option to turn off all buildings so I could or other people see battles better
Make pyromaniacs have fire resistance.
droughts as a power. where grass and crops die and replanted crops grow slower
My suggestion so far in this game which i really love ❤️
-Allow edit traits of every creature - godly thing
-add a precise button for making lands and seas/mt.. (i saw a background editor app) so your finger will not cover the screen. You cant see what you draw. that is why
- make living houses and living trees stationary making them more sinister.. or like a transformer only moves when an unwanted creature get close.
-make coldones drop theres weapon. demons can drop their weapons skeletons and aliens. with their powerful blasters. why cold ones drop any.
-make Animals Unamed. its very awkward and funny i spawned so many chickens the other one was named Andrew. make their name inter changeable but unamed when spawned.
-(if this will not be added its okay been wishing this since last year) make surnames or for short family tree)
-Near Water - . ships cannot travel on near water. only in close oceans and oceans . its a shallow water. ships can deploy warriors on near water.
-make a fleet knowledge. with this limit the capacity of ships at arround 25-30 passengers. and also with this kingdoms can have a few ships the carrier ships.
-make trading possible. the knowledge civilization get trade. but not actually real. make them export what the kingdom is rich of. it could be gold or berries or burgers etc. what ever they have greater on other kingdoms
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make culture for everyone. Not only one races. but all races. everyone can convert to what ever culture they want.
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make a new land texture/biome something like a palce for the skeletons. can spawn.. a black soil that if you drop seeds it will grow trees without leaves. and spawns skeletons.
My suggestion so far in this game which i really love ❤️
-Allow edit traits of every creature - godly thing
-add a precise button for making lands and seas/mt.. (i saw a background editor app) so your finger will not cover the screen. You cant see what you draw. that is why
- make living houses and living trees stationary making them more sinister.. or like a transformer only moves when an unwanted creature get close.
-make coldones drop theres weapon. demons can drop their weapons skeletons and aliens. with their powerful blasters. why cold ones drop any.
-make Animals Unamed. its very awkward and funny i spawned so many chickens the other one was named Andrew. make their name inter changeable but unamed when spawned.
-(if this will not be added its okay been wishing this since last year) make surnames or for short family tree)
-Near Water - . ships cannot travel on near water. only in close oceans and oceans . its a shallow water. ships can deploy warriors on near water.
-make a fleet knowledge. with this limit the capacity of ships at arround 25-30 passengers. and also with this kingdoms can have a few ships the carrier ships.
-make trading possible. the knowledge civilization get trade. but not actually real. make them export what the kingdom is rich of. it could be gold or berries or burgers etc. what ever they have greater on other kingdoms
-
make culture for everyone. Not only one races. but all races. everyone can convert to what ever culture they want.
-
make a new land texture/biome something like a palce for the skeletons. can spawn.. a black soil that if you drop seeds it will grow trees without leaves. and spawns skeletons.
My suggestion so far in this game which i really love heart
-Allow edit traits of every creature - godly thing
-add a precise button for making lands and seas/mt.. (i saw a background editor app) so your finger will not cover the screen. You cant see what you draw. that is why
- make living houses and living trees stationary making them more sinister.. or like a transformer only moves when an unwanted creature get close.
-make coldones drop theres weapon. demons can drop their weapons skeletons and aliens. with their powerful blasters. why cold ones drop any.
-make Animals Unamed. its very awkward and funny i spawned so many chickens the other one was named Andrew. make their name inter changeable but unamed when spawned.
-(if this will not be added its okay been wishing this since last year) make surnames or for short family tree)
-Near Water - . ships cannot travel on near water. only in close oceans and oceans . its a shallow water. ships can deploy warriors on near water.
-make a fleet knowledge. with this limit the capacity of ships at arround 25-30 passengers. and also with this kingdoms can have a few ships the carrier ships.
-make trading possible. the knowledge civilization get trade. but not actually real. make them export what the kingdom is rich of. it could be gold or berries or burgers etc. what ever they have greater on other kingdoms
-
make culture for everyone. Not only one races. but all races. everyone can convert to what ever culture they want.
-
make a new land texture/biome something like a palce for the skeletons. can spawn.. a black soil that if you drop seeds it will grow trees without leaves. and spawns skeletons.
pumpkins PUMPKINS PUMPKINSSS
i am very sorry i am having connection error
allow creatures to swim in shallow waters willingly
Allow for kingdoms to start in deserts, but instead of farming for food, they will first of all research trading, and exchange gold they get for food
alien invasion event
STEVE
Add monke 🐵
add moyai statues in game
🗿
add a button that just removes all infected
This has been in the back of my head for some reason. It'd be funny if there's a low chance of all the creatures just stops in their place and stop fighting just to look at you directly in the face for 3 seconds and then proceed to continue
a city/village will remember the name of the kingdom (or maybe a few) that it once was capital of, so that if it once again becomes a capital of a new kingdom, that kingdom will be not be named randomly, meaninglessly
say Paris was once capital of France, then get conquered by Germany, then afterward, it broke free. Instead of the kingdom named some random 'Realm of The Orc' or whatever, it will be France again.
Less annoying going around re-naming countries over & over, or try to make connection between them with their origin for story telling
especially when the world is completely fictitious
Disease expansion update! There are several diseases and the plague bar is renamed to "Disease" It'll infect the creature with a random disease and the disease can be spread by bugs and insects and infection rate can go up if the creature isn't at full HP. Adding another thing to the culture bar for them to research and built houses to treat the patient and research to cure to disease using plants or flowers (which will give flowers an actual use rather than just being decorations). Because there's also religions. Some may refuse to be cured and instead pray for a cure which has a low chance to work but also will give them the blessing trait if it does work. Some diseases could be one where they can't eat for a while or just sickness that kills you if you don't treat it. A new job can be given to the people, the "Doctor". People will actively avoid other people that is sick and the sick ones will be be grouped somewhere else that doesn't have people there. Diseases can also give people the "Slow" and "Weak" trait temporarily or just make the "Sick" status do the same thing as both of the previously mentioned trait do
earthquakes can kill,
- bandits have their own gang spot(like demons and coldone's towers)
-add more achievements to the game(something much harder)
-change the Dress of the Kings. Every King in has the same suits.
-make army formation knowledge. specially when at war. Sometimes there is a bug.. whole army stand in one spot. from the ship. and they destroy whole village. without getting attacked.(simple formations like an arrow shape. or a line)
-add more sea creatures. other than piranhas. add whales. squids(kraken)
-add mermaids as a new race they live in sea( there warriors max weapon is adamantium trident) they cant go on land.
-bears have 2 pops following behind it
-Rat king has a hole hauz
-giant spiders as monsters
-rabbit has a hole hauz
-sheeps stays in herd. (add black color sheep)
-make new explosives (Tsar Bomba has bad effects.) or nuclear bomb instead
-add different dragon colors.
Well, that's a bug fix suggestion... When civilizations make a statue other than the golden angel, I log out of the game, then I log in, and I realized that the statues are something else like, before I was playing and the statue was of a hand of God, when I entered again, I was in the same position as the statue was, I saw that it changed, instead of being the hand of God, it was the image of Maxim. I hope it solves this because it's kind of uncomfortable!
new trait ideas for units traversing terrain
New trait Climber- creature can move across mountains with no negative impact
Extra effect for crippled trait- can’t climb hills
New feature drowning- if a creature spends to much time in deep ocean they will start taking rapid damage
New trait Buoyant- creature can’t drown
New trait Poor Swimmer- creature can drown in close ocean and will begin drowning faster in deep ocean
will do so that humans and dwarves cannot create roads in the snow. Enrages when, after the destruction of the settlement, roads in the snow turn into a non-snow biome.
There should be an option for crabzilla to be an npc or a played controlled creature
Rework to some World Laws
I've noticed there are a couple shared ideas in the community that most of us would like to see, so I'll be going into depth on 3 and explaining details. More can be added on to this by others, or more ideas can be formed if it were to make it into the game. But this is a Concept to be added on to, and potentially have things to safely add on to in the Future.
• Advanced Options
- Some World Laws would have an optional menu, when clicked on, would open more advanced settings for the said World Law.
- If not changed or opened, they'd stay at Default.
- Default options would just be the ones we have now
• 'Diplomacy - Random Events' | Civilization Category
Advanced Options would consist of the following
- Probability of War Declarations, would have a scroll bar from 0-100
- Probability of Treaties, would have a scroll bar from 0-100
- Probability of Alliances (for future updates), would have a scroll bar from 0-100
- Countries of same Culture can declare Wars on each other, toggle-able
- Countries of same Religion can declare Wars on each other, toggle-able (since Religions are, as of writing this, confirmed for a future update)
• 'Rebellions' | Civilization Category
Advanced Options would consist of the following
- Probability of Rebellions, would have a scroll bar from 0-100
- Probability of Rebellions automatically resulting in War, would have a scroll bar from 0-100
- Villages of same Cultures as their country can Rebel, toggle-able
- Villages of same Religions as their country can Rebel, toggle-able
- Villages will join forces to Rebel, toggle-able
And for the Last One for this suggestion
• 'Natural Disasters' | Nature Category
To keep it short, concise and simple, each Natural Disaster would be individually toggle-able, if toggled, then an option for the Probability of said Natural Disaster would be given.
I would add more, but I don't have much space left,
that and I just mainly wanna portray the Idea/Ideas.
Adding mountain snow and desert towns
allow us to make our worlds as big as we want!!!!!!!
Make desert cities with different construction styles for humans inspired in ancient Egyptians and make desert full of resources since they can't plant
end with 0 person boats :/
Military and bandit camps
Military camps are a group of tents set up by a captain in a wide area (such as a destroyed village) once no nearby enemies can be detected. These camps feed and treat soldiers, though they can't remove negative traits such as burn scars, being crippled, or being one-eyed.
Bandit camps are set up in uninhabited parts of the map that are far away from villages. Here, bandits spawn until they have a significant amount of people. Once they have enough bandits, they raid the nearest village for supplies and return to their camps (I personally think that these camps should either be treated as demon towers or a single village that cannot be treated as part of a kingdom
New Achievements!
Lifegiver: Create over 10,000 creatures
Reaper: Kill over 50,000 creatures
Apocalypse!: Destroy over 1,000,000,000 pixels
Expansive History: Have a world over 100,000 years old
Favorable: Have over 20 favorite units
MegaMegaopolis: Have a city with over 1000 people living in it
Rome has nothing on us!: Have an empire cover over 2000 tiles, have a military over 1000 people, and a population of over 10,000.
Dragonborn: Have a human kill a dragon.
Independence Day: Spawn over 100 UFOs in one play session
Say goodbye, Tokyo!: Control Crabzilla for the first time
Crabzilla, the Destroyer of Worlds: Kill over 10,000 people while playing as Crabzilla.
Living World: Have a world with all 4 races, a dragon, 50 demons, 50 cold ones, 50 bandits, 5 fairies, bugs, one type of each mage, and 1000 animals.
Different cultures consume food differently, and the recipes in the game are actual recipes used around the world irl. example:
-pumpkin
culture 1 eats it as pumpkin jam;
culture 2 eats it raw;
culture 3 eats only the seeds;
culture 4 drinks juice of it;
culture 5 uses it for halloween only (other cultures may or may not celebrate halloween);
culture 6 uses it to make pumpkin bread;
culture 7 uses it to make candies;
etc
placeable aliens that build advanced villages much faster than any other npc
Inventory system for nations, thousands of weapons and ancient equipments are completely lost just because a soldier will often find it unusable for themself upon slaying another soldier, which amounts to thousands of pieces of weaponry and other equipment over a period of a couple wars, and then their fresh troops will end up with sticks for tens or hundreds of years, I literally got a guy that's 6k years old still armed with a stick, I know this may be too much for the game to process so I'd say that any absolutely unused and unequipped gear is recycled for materials about 2-3 years after sitting inside a kingdoms inventory, basically an efficient spoils of war system instead of abandoning thousands of usable fine pieces of gear and keeping soldiers armed instead of fighting with literal sticks and stones even at their max tech level
your mom unit it’s like Greg but bigger and better
Low gravity option that can be toggable
Yogurts, satisfy reasonable people's needs.
racial mixing as an optional setting it would be interesting
if a river is filled with shallow river and an enemy kingdom in close to the river they should just swim the shadow river but not the ocean and close ocean
Snowmen don't get damaged when walking on ice
Rain clouds don't shoot lightning and instead there is storm clouds that will do lightning with rain clouds only projecting rain
Make dwarves able to build underground cities, where they need to collect resources to expand it.
To have actual city planning, nothing crazy advanced but to make at least the roads logical, like there are whole regions on my map that look like a medieval coruscant, which just doesn’t fit
Later on it could get more advanced like parks/intricate roadways
Also plz we need more animals in game, I’m talking elephants, dogs, dinosaurs, and more mythical creatures
Would be nice to have an added race like an underwater race or a race that builds sky cities
Idk with this game the sky is truly the limit, I don’t see a stop to updates ever
scorpions. Tiny and will attack bugs and humans. If a human is stung by a scorpion it will lose 2 health per second for 10 seconds. Same for bugs
add death cults and mathematics based on said death cults
add trade roads and trade routes, these will Terraform the environment to sustain the heavier materials that traders will carry
"Sea Update"
this update would flesh out worlds, give some new world laws, and some other basic stuff.
feature 1. naval combat (either armies on boats with bows, or cannons upgradable through culture, or even both!)
feature 2. a kingdom can not declare war on a kingdom they have not found. to be found, they either have to be connected to it by land, or they must go on boats around it and spot it. a feature would be added (similar to war and friendship forcing things) where you can make a kingdom instantly discover everything. you can also disable discovery in world laws.
feature 3. new enemy. pirates! the aliens of the sea! these pirates would go in boats with cannons attached, shoot as shores and other boats, and when broken will drop 1-3 pirates who have bad swords.
now we get to the ideas that are just included, and not a major part of the update
- if one city in a kingdom with many rich cities has many homeless and is losing money, the other cities will pitch out with there resources and start helping. this can be disabled via world laws
- "strategic attacks" that upgrade as the culture gets stronger. such as releasing a bear onto the city before going in, attacking from where the military isnt at, or assisting from the shore with cannon boats.
- "shore cannons", which do as much damage as boat cannons, and can only shoot enemy ships.
- "unions", when in a union, if one kingdom declares war they all do! they form once everyone is advanced and unlocks it in culture. they also instantly discover any kingdom that another kingdom in the union has discovered. it has a loyalty system, once theres too many kingdoms in it, they will start to leave and break up into multiple smaller unions
add human terraforming where one tile will lower and another tile will rise in a village in a way to be of benefit
fix kingdoms can't make boats even if they are given resoruces
Monkeys.
papa stalin
Add catapults or some other old style artilleries that civilizations can develop. that way some civilizations will be able to thrive adding more of a difference between developed civilizations and underdeveloped ones. you could also add warships as well to make it so their are more variety's of battles other than land ones
you should also add more detail to the kings bio maybe show their ideals or what type of king they are like a war based one or a pacifist, this could also play into if a civilization is willing to go to war or not
add sea monsters like Kraken, Megalodon, Moby etc. And also, add military boats, that fight these monsters and enemy ships
Coffee Geyser.
It rains down coffee on the thirsty masses, and speeds up culture development so you don't have to.
turkey in Turkey turkey?
Creature Possession!
I'm sure this is suggested pretty frequently, but I and I'm sure many others would absolutely love the ability to take direct control of individual creatures. I think being able to walk around and interact with the world you've built as one of the little guys you look down on would add quite a bit to the experience.
Possession would likely be accessed through a button in the Inspect menu rather than a power, and once activated would grant you full control of whatever unit you have possessed.
Other creatures would react to you as they would any other of the same creature. If you're encountered by a bear, the bear will likely attack you, whereas if you are the bear, you will likely also be attacked. Possessing a creature from a warring kingdom will have citizens of the opposing nation be hostile for the duration of the war. Most friendly creatures would probably fight back if you started attacking them, though.
Possessing a creature will also likely grant the creature a significant health buff for as long as you possess them to ensure your vessel isn't anticlimactically clapped by some random elf.
When possessing a creature using a ranged weapon, the player would aim their shots with the cursor on PC (Not sure how it would work on mobile, perhaps double tapping where you want the projectile to hit?)
It may be especially difficult to implement, but perhaps possessed creatures could even take control of boats upon boarding one.
Possessing a king may allow you to make more nuanced decisions for a kingdom, how they maintain relationships with their villages and foreign kingdoms. Issuing declarations of war and peace, increasing or decreasing trade, etc.
Possessing village leaders may allow you to rally other villages into a rebellion, or temporarily calm the angry citizens.
Possessing commanders will grant you the ability to lead your troops into battle on your own terms.
"Sub-human species or demi-humans/beast people
They are a set of variety of humans that has the blood of the beasts
"Culture or civilization variables"
-Can potentially compete with the other civilization
-has the same characteristics of a human being but the stats is slightly better due to inherent genes
-even though it is a one race they have lots of variations that can included like "Wolf people" etc.
"Traits"
-sometimes they may gain a "bloodlust" trait due to their peculiarities blood genes
-for a beast folk they may seldomly have "Agile" trait because of their feral bloodline
-"Transformation" if certain conditions we're met the beast individual may undergo a certain change and transform into a superior being, "of course not to the point of overpowered but just think that they are just slightly buffer with a blessing power" think of like a werewolf. But this trait is slightly rare for a beast folk individual on the masses. Can potentially become a leader or general some sort of.
-"Savage" of course you know what it is
"Unique Research/civilization trait"
-they run from an anarchy which supreme power rules "Optional"
-Can massively tame and control beasts "wolf's and bears or beasts etc."
"Hates humans" like why not? Since orcs hates elves and dwarfs hates orcs. Why not the hate cycle add up to humans also?
an underground world. that can view toggled on and off. in an underground world people can build tunnels, mining camps etc. if a nation falls they can come back through the mines. you can put ore pockets and underwater lakes in etc. I don't expect this suggestion to be very popular
random event where nations merge to form unions
add a amogus dude who walk around
when a nation returns to its founding city. like they got driven away from it or something, there should be a loyalty buff/debuff or it should become their capital.
Banana trees, and kraken, megalodon and mosasaurus, and a dinosaur update, and pterodactyls
Locosts will be able to fast reproduce if they eat a planting, making them create a cloud destroying all plantings on their way
Water serpents, and maybe jörmungandr
Stability stat, in general... how loyal are the villages?
I wanna spawn Mastef
Being able to lay out grass the same way you lay out other grounds
adding to Sulfuric Acid's Possession suggestion, If a creature you're possessing is killed, you will possess the creature that killed them
turn off conversion
to elaborate on my last comment I meant. have a world law to turn off conversion
my suggestion is a button to skip tutorial.
rice 🍚 🤤
add the ability to possess countries. like control where to put divisions for an advantage when you want one county to win without killing everyone
loyalty Debuff when villages are separated by nations, not water.
add different types of planting cultures. Humans will be able to plant rice, beans, potatos, tomatoes and villages will be able to create different planting zones
Also different cultures will have a preference for different types of food and start closer relationships with kingdoms who sell the food they want
Currently apparently they only plant wheat
with the introduction of watchtowers races should research walls like wooden and stone to prtoect themselves
a cool feature would be cavalry so like commanders could lead armies on horses then over time as a nation gets wealthier (with like maybe a currency u could add) and it starts researching cavalry so that armies could start to travel faster. Also when in war armies should load up onto boats faster as if they are on an island the army just kinda sits there.
[ Page will add ~City Market ~ bread factory ~Horse Stables ~Mill Building ]
a cool feature would be prophets that go around kingdoms and promote religions
when opening worldbox there will be a UI. Photo below is an example
here photo
Make Transport and trade boats the same technology, as you just change cargo with people
world domination achievement - if a kingdom successfully dominated other kingdoms
this is a quality of life update
just a small one
Add the name of the world under the image of the world in your saves
reference image
A new currency system is added so trade actually has an impact on how the empire flourishes. There are multiple new uses for this currency:
1) Military expendature. Wars are expensive, so technology and weapons will cost an empire precious money.
2) Buildings. Buildings cost resources and labour to build, with a new proffesion system, people will be payed.
3) Taxes will be taken so the government can run properly. On the topic of government there should be new changes:
a) theres not just kingdoms anymore, there are republics (commonly from rebellions) and dictatorships.
b) Newly controlled territories that have just been occupied have a stat called "Oppressed" which brings disloyalty to the territory.
c) Troops have attrition so empires will be encouraged to carry out wars faster and not waste time and money.
With the introduction of walls there should be a new building called a fort which has to be built closed to a dock. The fort is commonly used for colonizing and trade with other empires. It also is raised so it is harder to invade.
Soldiers need food whilst battling so they either build roads and bring food with them or pillage the farms of the cities they ransack. A new feature called a treaty will be put in place so that empires don`t always benefit from war and there is more incentive to be peaceful.
During peacetime, prophets will go around to cities spreading new religions. The cities that they convert will be spiteful towards them and frequently send soldiers to kill them. Temples will also give a happiness and spirituallity benefit to the houses around them.
As empires progress, instead of being centralized around a campfire, they will instead start to localize around wells which bring in markets and commerce. Empires will also be more attracted to settle on rivers and shores rather than forests as to start off people should be scared of beasts and the dark.
A new family mechanic so people actually give birth rather than multiplying. This will also create dynasties in kingdoms and mean that races (amongst civilizations) will give birth to the same race.
New horses will allow people to travel around the world faster. Nations also have a slow down on when they declare war as physical diplomats will have to send declarations. Wheat farms will also be popularized and made quite large on the outer skirts of a city.
Fire spread is now increased (has the ability to be turned back to old levels) and invading forces can devastate an empire.
People live longer according to how advanced a city is. So if a city is just starting out people on average will be living shorter lives than people who live in more advanced city's.
bigger buildings that can hold more people. (Prevents lag)
I forgot about gold in the game so to add to my last suggestion theres actually coins and each empire has a different economy so the economy can collapse or rise
continuing with my family idea people have last names
Demographics for kingdoms, cultures, and villages
humans that can colonize, start wars, have cultures etc...
I meant new creatures*
kinda what i had said previously bt whatever
since Halloween is near why don't we make a Halloween themed worldbox 
bandit camps
witch that flys on a broom, drops explosives, and can reak destruction
make it so kingdoms don’t declare war on someone else across the map
add a fog of war mechanic, making it so they don’t the whole world, but have to explore to find new areas and kingdoms 
Disease that can be togglable
when you drop fire on a tornado it makes a fire tornado and it can be a achivement
make different races like snowman, druids or demons turn the place they conquered into a likely place for them to live
Like demon destroy a city and create fire towers, lava floor, infernal houses etc.
Snowman create ice towers, ice soldiers, etc.
please make an option to make your own disease, if you hold on the plague button you will get a slider to chose it’s infectivity, lethality, and who it spreads too, you can have a hyper infectious disease but doesn’t kill a lot, like the flu, you can have a disease that spreads slowly but has a 100% death rate
You can have both and get the Black Plague
Please speed up culture advancement. It took 475 in-game years just to get cultures to level 20, which really isn't a lot..
(I mean level 20 isn't a lot, not the time it took. Takes far too long)
saucers alien ships kinda look like for kids. make alien spaceships cooler. something closer look like the starears starships or thanos's ship.
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Schools that children go to
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Castles & Palaces
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Shops
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Kingdoms can build on sand
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Royal Family such as Princes, Qweens, Emperors, Empress, Princess, Dukes, Duchess, Counts, Countess, Marques etc
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Caves, cliffs, canyons, Gold armor for sand kingdom soildiers
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Pets sush as dogs and cats
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If you click on buildings you can look inside and if you click on a castle you would probably see a throne, red carpet, etc obviously only a king or the former Ruler would be on a throne you would see Gurads the other royals walking around and stuff
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Ruins
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If there's War the Kingdoms send Scouts before attacking
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If Kingdoms are at war there could be riots and protests to stop the war and the Villagers could hold signs to stop and stuff when this happens obviously the Castle or Royal estate would be highly Guraded and Gurads would try and stop the madness
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Coastal Ships that Gurad there Kingdoms
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Army Ships have cannons that shoot enemies obviously
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Small kingdom aka Tribes would attack big city's such as the barbarian Invasion of Rome
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If a kingdom owns a lake or the kingdom land is surrounding a pond or lake they can name the lake
-
Sand Kingdoms would build pryminds (I know this might be hard to make cus its hard to see the prymind when it's the same color as the sand)
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Slaves
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Army Camps
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Religion
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If you click on someone you can see there Family and family tree and stuff
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Castles would have there Kingdoms flag on it
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Army Ships might have there Kingdoms flag on it
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Custom Kingdoms flag
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Crimes
-
Kingdoms have law
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Dungeons for criminals
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Horses
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Framers would herd Animals
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Buggys So people can put stuff in to trade
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Cultures would have buildings base on culture
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Newspapers
add more races
1.Mermaids/Atlanteans
2. Alien Colonizers/Reptilians
3 . China
more bombs:
- the rod of god - the future tungsten satelite launch (from G.Ijoe)
- satelite crash
- comet
- nuclear bomb
add more creatures:
- Bandit boss
- traveling Merchants
3 . Camels on desert - Horses
- if you spawn bears on snow it will be white
add more layers
-add layer for making dessert. making hills on dessert
-add swamp color water
-add dry land texture
-add spiky rocks
add more disasters
- Sandstorm that can kill
- Typhoon - that is you zoom out youre like looking to weather report.
- sun rays . a spot turns to lava
- tsunami after an earthquake
- whirlpool - and maelstrom
-hurricane and tornado - earthquake causes ravines
Add more godly things
- can edit traits - god should be able to edit their traits
- can have all knowledge study instantly. God can do anything if not then this is not god simulator
-other races can convert to cultures of other races - relegion
make game less laggy
add a hurricane
New races:
Since we have gotten the Cultures Update the civilizations have felt even more unique and interesting. I think however, that a few new races would bring even more unique things.
- Goblins : similar to orcs but shorter, weaker, and prefer using bows. The breed faster than humans. They can be conquered by orcs or conquer orcs and confederate into their kingdoms. Could be more likely to build more watch towers than other races. Hates dwarfs, humans, and elves. Their special food, perhaps crab cake ?
- Lizardmen : They prefer deserts (possibly swamps and savannas if added) being lizards, they have the slowest hunger rates to survive in such a place. They could lay eggs like chickens that then hatch into lizard hatchlings. Scales given them good armor. Hates orcs, humans, and dwarfs. If dinosaurs are added perhaps they can be passive to the lizardmen like how the elves are passive with wolves and bears. TraIt Idea : Lizard brain: Being so primal they will have the slowest technological advancement in their cultures. Their special food, perhaps Ribs?
- Ratkin : instead of just being spawned could be created alternatively by cursing a rat king turning it into a Ratkin. shortest lifespan of all the races, breeds faster than any of other races. Hates everything other than rats, very rebellious. When in large groups they can spread disease like rats. Their special food, cheese
- Dark elves : hates regular elves. Likes Orcs and goblins, possibly passive to necromancers or evil wizards. Perhaps they can be created by cursing a regular elf? Their special food, perhaps honeycomb?
what if vampires can create civilisations for undead and necromancers and be 19 strong and be quit intelligent
add pig
add farming update where people can farm different crops, tame animals, use animals in battle like a horse that could be added, and get materials like milk from cows or eggs from chickens!
Add different architecture for different cultures
option to turn off buildings so I could see better
make humans ane other things dont take damage in big mountains unless they dont leave here for a few seconds and add mountain climber trait that incrases the time they can be on a big mountain withouy taking damage
Make rebellions for their own village. Ex: if country A's people are not doing well, they will rebel against their own village. The rebellion button can be used for this as well. There should be 2 rebellion options. 1 for the whole village to be against the kingdom (the one we have now), And another option for the people to rebel against the village.
walls around city
“Enlighten” a god ability that could enhance cultures to the next level but it is impossible to get rare knowledge from this
^also maybe add a forgetfulness ability which could decrease culture and this could be the icon :
schooling and education for kingdoms which help units get jobs
I Would like to see different ranks in an empire army for example if the warrios has 5 kills or less in his description It Will say that he is a begginer or noob if the warrior has 5 -8 kills the description Will aay thta he is an experienced warrior if he has 8-10 he Will be and expert warrior if he has 10-12 kills he Will be a veteran and if he has more than 15 kills or more he becomes the comander
bridges that boats can go under
I would like to see this: I would like You to add a New behaviour for a Kingsdoms for example if 2 kingdoms or more are very close and in peace they can create a clan or they can become a New Kingdom and for example if the Kingdom númber 1 is in war With the kingdon number 3 and kingdom 1 is part of a clan and kingfom number 2 is part of the clan of kingdom number 1 kingdom number 2 is goint to help kingdom number 1 in his war with kigfom 3 because 1 and 2 are parte of the sale clan kingdom 2 hiving him Food materiales or warrios and add too a New description in kingdoms where you can se his relación with other kingdom if they are close, if they hate each other etc. In case 2 kingdoms are in the same clan they cant attack each other but if one of them lefts the cla he can attack him then
add music or unites who can make music (like musician (and the music would change with the race of the musician))
Add waves (and maybe tsunamis by the way)
Lowgravity, fire spread and lightning striking from rainclouds world laws
war elephants.
𝕞𝕒𝕜𝕖 𝕚𝕥 𝕤𝕠 𝕥𝕙𝕒𝕥 𝕥𝕙𝕖 𝕗𝕚𝕟𝕘𝕖𝕣 𝕔𝕢𝕟 𝕔𝕠𝕡𝕪 𝕓𝕦𝕚𝕝𝕕𝕤 𝕒𝕟𝕕𝕖𝕟𝕥𝕖𝕥𝕚𝕖𝕤
If a Kingdom is a military state, let them be able to get groups of soldiers team up, such as; Squads with more than 8 but less than 12 soldiers are led by a Corporal whilst Squads with more than 12 soldiers are led by a Sergeant. Platoons have up to 55 soldiers and are led by a Lieutenant. Companies with more than 80 soldiers but less than 250 are led by a Captain, whilst Companies with more than 250 soldiers are led by a Major. Regiments with over 1000 soldiers but less than 3000 are led by a Colonel, whilst those with over 3000 are led by a General.
Military Ranks go as so; Private, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel, General, Supreme Commander a.k.a The King/Queen. Privates get a 2% boost to their stats when fighting in their team, Corporal get a 3%, Sergeant 4%, Lieutenant 5%, Captain 6%, Major 7%, Colonel 8%, General 9%, Supreme Commander 10%.
𝕒𝕕𝕕 𝕧𝕚𝕝𝕝𝕒𝕘𝕖 𝕣𝕠𝕝𝕖𝕤 𝕝𝕚𝕜𝕖 𝕗𝕒𝕣𝕞𝕖𝕣
Dragon Kingdoms. Need I say more?
make the world infinitely generated
Cannon boats that can shoot cannon balls that can blow up towns, other boats, and other things. Could be used to shoot dragons (Can be used on same/different races and monsters)
Nations who control a small water way like a canal or something can stop trading ships from coming through.
messengers. you can see the kingdoms or villages sending messages to each other
Allow old roads to decay even when reclaimed environments become disgustingly inhospitable after a couple hundred years of warfare and completely ruin city recovery and any future city planning in that environment
We shouldn’t have to clean up the ruins of an old city when it’s reclaimed and yet roads will cease to decay when reclaimed whilst the city tries to build new roads and plan over the ruins which makes ridiculous environmental messes
Molotov
Separate boats in three categories
Explorer boats, making races travel
Comercial boats, that will transport resources such as gold, food, rocks
War boats that carry soldiers and will be able to attack other boats
If possible make pirates more intelligent, they will be able to build outposts and have boats to steal resources being carried in boats
make it easier for fire, and tumors to spread. And make it harder for fire to die out
when a village is captured. the soldiers that belong to that village do not switch sides
Royal Guard, change level 10 villagers to Royal Guards, they would have the Royal Guard Trait, which would make them protect the King/Queen whilst getting an overall stat boost and are shown on the map with a Sword.
Add a physical coin currency for each culture, each different currencyhas the culture's symbol. It just allows for trade in those cultures...
Make it so that there are Orc, Elf, Dwarf and Human Mages, Human Mages could specialise in Frost Magic, Dwarves could specialise in Fire Magic, Elves could specialise in Nature Magic, Orcs could specialise in Poison Magic.
each kingdom should have a main endorsed culture that have bonuses and spreads faster. Maybe which culture a kingdom gets depends on itself (the king's culture, culture of the majority, culture of the capital, culture of each village gets endorsed, culture of each village leader gets endorsed or no endorsed culture)
I think King’s social skills should affect how their culture spreads. Because their social skills will make others to join them easily.
Fixe: When creatures are in a house or a boat they can't be cured and that's pretty annoying 
castaways. Castaways are a group of people on a small boat/raft that appear in the world randomly (toggleable) sailing in from outside the borders, or walking onto land if the borders are bordered by land. They will settle on unsettled land, or if all the land is settled, they will try to join an existing kingdom. They are distinguishable by their ripped clothing and longer hair, and they will have an “outsider” trait or something like that.
make the 9000+ feature on worldbox real

- Once a Kingdom’s culture reaches boat stage, they should be able to send settlers by boat to colonize inhabited islands.
- New Units should be added such as Cannons, Cavalry, etc.
- During a plague outbreak, Kingdoms should create their own cure.
- Add a feature like the “Important Events” that shows how long a war lasts for between kingdoms.
- Terrain should change over time; Sea levels rise or fall, Mountains form, etc.
- Add a biome system, certain biomes have certain chances of events. Snowy biomes have a higher chance of snow storms whilst desert areas have more chance of fires and less rain.
- More natural disasters; Sand Storm.
- Pirates or Vikings should be a new creature similar to Bandits. They attack kingdoms by boat and steal resources
- Plagues and disease should have a chance of naturally spawning.
- Radiation Poisoning should be a trait applied to villagers who are close to a bomb explosion or a meteor.
- Ancient structures and ruins should be generated naturally or should be made by kingdoms. An example of a structure could be something like the Stonehenge.
- Dungeons should be generated and skeletons should naturally spawn there.
- A Culture knowledge should be added called “Folklore” similar to “Ancestors Knowledge”
- Another culture knowledge should be “Explosives” where it makes a new unit called bombers which are similar to pyromaniacs.