

becasue the game/tutorial does not communicate that foresters/mines actually need coins to deliver stuff, unexperienced players might easily get broke by switching from natural resources with workers/drillers to foresters/mines to early and dont even know why. Its obvious that the game needs some money sinks, but some are way to hard. hence even inceasing workforce does not realy help (makes no difference if a farm runs at 1500% or 1550%) wahy not make fertilizing/watering a permanent job for extra workers?ĮXAMPLE: reduce max workers on farming to 5 BUT implement designated workers for watere/fertilizer to gain a certain bonus without the speed penalty. barrel/bale/container stuff that requires bulk transportĪtm it makes no real sense to even bother with watering/fertilizing farms because of the speed penalty for doing multiple tasks at the same time. i still have hopes onto those mysterious omni pipes.Īb) alternatively expand the packager to "bag" or whatever. its such a pity that chutes get almost useless because of low throughput later on.ī) please upgradable chutes! metal/magic chutes to avoid those pesky cart loops. just bubblewrap them with air magic? hahahaĪa) make those "bags" slidable on chutes.
Factory town fish upgrade#
well, allmost EVERYTHING!) so you end up with something like this: (sandwich Kitchen running at 1500%)Ī) use a permanent upgrade to "bag" (similar to packager) on farms/mines to pack those items by at least factor 10, also the receiving buildings need tat upgrade to receive baged items. Mid/endgame logistics get overboard with raw resources like grain/berries etc. Sry for my bad English I'm not native English I prefer to play on desert maps, so i don't have a natural resource of fish so i need a different way to get fish like a recipe in the farm or a new building that can placed on water, or for the fish oil a new fruit where i get the needed oil from. 10% per 10 happiness way to much i think 1% per 10 happiness plenty. I think in the late game the happiness boost overshoot all other boosts. The opportunity to sell paper and books to the marked so that we have a use of it if the research is doneĪn sphere or a square icon in the bottom right corner of an item will help to identify if that item can roll or not, maybe an additional "help" entry where we can read itĪnd i notice cotton can roll and wool not, that don't make sense :) The next suggestion was suggested already but i like it

I think transform 4 paper that gives 4 research points into a book that gives 10 points is to much, its more then the double, i think 3 paper + 1 leather = a book with 5 points is better and then the magic book with 10 points If we harvest grain and bring it to a chute we get this yellow balls and nobody complain abut it but if we harvest tomato's we get a flat disk, why not a red ball or a couple smaller red balls clumped together? or fertilizer a brown ball? i really enjoy to see yellow balls slide along my chutes but what i don't enjoy is flat water buckets in my cart or conveyer belts Water: Double the Efficiency for each Worker To bring magic to a building simple add a 100% efficiency boost what is total nice but also boring because its the same like steam energy what's about that each element brings an unique effect likeĪir: Reduce the multiple recipe crafting speed penaltyĮarth: Increase the internal storage capacity I see it more like gem cutting and infuse magical power into it Harvest a Fire-stone you get a Fire-Stone that will transform into a Fire-Gem or Fire-Jewel and at last the Fire-Crystal
Factory town fish how to#
Its Hard to understand how to get element stones the first time because you harvest a Fire-stone to get a fire-ore that needs to transform into fire-ether and finally to get a fire crystal. Maybe it needs to balance the speed buff from road/street/rails and magic rails Maybe it can effect Wagon/Cart/Worker/Trains /Harvester with a speed boost buff if they enter the shrine area of effect that's start to run out after leave the area of effect maybe a 10sec buff

I understand why its not in the game yet, its hard to find an idea what it can do. Similar to the water shrine, add fuel to all buildings in his area of effect. It will be an improvement if the whater shrine adds water to farrm tiles and buildings in his area of effect like a river/lake/puddle. I realy enjoy the magic in the game but i see some improvement:Ītm this shrine is exactly the same as the well but you need water magic to fill it so the well is the better choice.
