These are suggestions that I don't believe are critical to the success of the game or retention of a player. These are ideas that I firmly hope are introduced but not going to make the game less fun. I'm pretty sure if the suggestion one isn't implemented then I might try to make a mod that does that. Adding missions, adding traits, and other things are fully modable. Again, these are suggestions that are fun ideas but not critical. Please feel free to add ideas like this to this thread. Use the same format I've used to make reading it simple.
[Suggestion] The scout is an excellent early unit to build. It allows me to get those goodie huts and library quests and the like. The problem is that the scout can’t normally handle weak quests. The suggestion is more along lines that scouts should be able to see what the quest is and get away without negative repercussions. Too many times, I’d send my scout to a weak scale humble inn and find out it was a rather difficult battle or a choice between battle or a terrible choice. This is on weak scaled quest.
Maybe, the option in this case is to make it clear that scouts aren’t intended to do quests but early on, the doomstack is the only thing that can handle quests of any kind. Especially on larger maps, the scout should be able to handle weak quests.
One way to handle that issue is to make the scout a more useful combatant.
- Allow the scout to use bows or able to hide and stab in the back (like the DnD Rogue).
- Allow scout to gain xp by simply doing its job by gaining xp while manually walking or by every time they land on a quest or goodie hut.
- Include quests that encourage the player to equip the scouts with weapons and armor. Especially early on, it’s hard to equip the scout before the heroes because resources are slim. An incentive to equip the scout with a decent reward would help that.
- Allow players to simply not do a the quest in the first place
[Suggestion] My main city was attacked by bandits (which was good because they didn’t always do that before) and for reasons that only the two administrators knows, they were included in the battle. Before, I could even act, a wolf ran up to my food administrator and ate him for lunch.
- Make administrators non-combatants that are not included in battles in any way. I’ve never seen any point to equip them and they are awfully weak.
- Additionally, I’d rather see them because able to be captured like workers in Civ5. I mean, really, who kills the guy that helps feed the city. I’d rather see bandits capture the admin dude and take him back to their hideout for ransom.
- Administrators shouldn’t be able to equip tools. I can’t tell you how annoying it is to want to equip a hero and have to wade through six administrators right after crafting a Chain Coif.
- This could change if administrator gain a little experience every year for doing their job and increased their food gain or logistic gain. They would also can a lot of experience when a city grows.