#Mid-to-Lategame : Settlement & City Building Expansion

1 messages · Page 1 of 1 (latest)

hearty forum
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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

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These are just random examples but i hope the goal is clear 🙂

lavish fox
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timber? are you sure you dont mean trunk, or log

hearty forum
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Probably

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They were just examples but the idea is to have reasons for people to build something else than just "the next tier of the loom". It should give a sense of purpose to grind up beyond just getting to the next tier of the same thing was kind-off my thinking there.

lavish fox
hearty forum
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Well no, the point was to have a cool looking village or town instead of just some crafting stations that go up in tier the whole time. Houses and buildings won't have to be tiered, but since that i something this game is about why not.