User:Talion/t10Suggest
From A Wiki in the Desert
Bonuses need to scale based on the length of the tale or techs available. Bonuses need to be large enough to encourage people to join in or it risks not being used. Players need to feel like they're missing out on something.
Stat bonuses specifically were pitched as scale x2 linked to cooking skill lvl+1, and speed is one of the largest things requested.
QOL - Changes to tech that scale
Item | Notes |
---|---|
Flimsy brick racks don't break | After blacksmithing is available switch to increased brick production from sturdy brick racks |
Less twine breakage | No longer an option once hand looms available |
Fewer mats to repair machines |
General QOL Options
Item | Notes |
---|---|
More Slate/Flint hoards | |
More Dug items stone/gypsum ect.. | |
Reduced chariot timers\time usage outside of free rides | |
Increase wild animal\domesticated animal\herb\mushroom spawns | |
increase speed road\offroad\water\all | |
speed up research for all uni's under your regional control | |
reduced tending needed to grow flax, veggies, etc | |
reduced water needed to grow flax, veggies, etc | |
reduced tree timers in regions you own | |
increased wood in regions you own | |
decrease in length of X stat timers | |
reduced costs for building new things | |
research "boosts": a token that will give the scientists what they need to get unstuck. Or a carrier pigeon that can be used to check the status of one Uni without running there. | |
Temporary access to "Special" cheese recipes | |
Ants don't need to eat this week/increased leaf gather | |
Increased ore/increased metal conversion |