In the mid-to-lategame, I’d love to see a stronger focus on collaborative **village **and **city ** building as a long-term goal. These structures would serve as prestige projects, offering modest but tangible resource generation while letting players design impressive settlements that represent community effort and progress.
The idea isn't to replace active gathering, but to reward group efforts with passive income and long-term utility, and to provide meaningful, cosmetic, and gameplay-enhancing content for players beyond tier progression.
Key Features
Massive Resource Requirements
Low, Steady Output:
Output should remain modest
Visual Growth & Prestige:
Settlements should look impressive and visibly expand as more buildings are added or upgraded, serving as symbols of collective player achievement.
Progression Through Variety, Not Just Tiers:
Encourage horizontal development—diversifying what you build instead of simply building the next "tier."
Expanded Building Suggestions
**Village House: **Generates +1 gold every 4 hours (scales by tier: 4h → 3h → 2h → 1h).
City Hall: Slightly boosts crafting speed in radius around it.
**Farmstead: **Produces X crops per hour, depending on quality of land and tier.
Lumberyard: Produces X log per hour, matching the tier of the building.
Harbor: Produces X fish per hour, influenced by proximity to water.
**Banking Guild: **Generates 5 gold per hour, with high construction costs.
Market Square: Boosts gold income from nearby houses
**Shrine / Temple: **Provides minor buffs based on chosen pantheon ("pray" at the temple to get +10 stamina per hour).
**Warehouse: **Extremely high storage capacity. Replaces Bank
**Trade shop: **Slowly generates a certain good in exchange for coin. (1 coin per hour is turned into 1 good per hour)
**Inn / Tavern: **Generates x gold per hour and can be "visited" for food (-5 coins for a 30 minute meal)
... etc