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Feedback Your ideas for a Cultural Settlement!?

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napodavout

Merchant
Hello
Lots of interesting civilizations.
a GREEK city, with naval battles.
a building with a god that would give resources to choose from
(universal).
super nice to ask the players
 

drakenridder

Overlord
Perk Creator
Polonysia settlement

Settlement
You are an honoured quest and got the huge honour to become an apprentice of an navigator. He likes to teach you and encourage to practice daily your navigational skills in the minigame. The main goal is to build your own cano.
Before you can build your own cano, you need help and the trust of the locals. Helping them out building up their settlement is a great way to do so. As most was destroyed by a recant flooding.

Mini game
Battleship variant

Easy - medium - hard
Goal: finding hidden islands on a map, like battleship you must guess where something is. Instead of finding ships, you try to locate islands.
On easy the main goal is to find 2 "islands" on medium 3 "islands" and on hard 4 "islands." However you have limited chances but on the sides making up the coordinations you can draw some clues where an island might be. This can be a star, a bird or swell.
Easy 5x5 field - 5 turns
Medium 7x7 field 5 turns
Hard 10x10 field 5 turns

Up on succeeding you receive a fixed amount of cultural goods. Which however are random.

The hints given by the map are also given by the quests. As you'll be reached about navigational guides.
Another variant can be a field with tiles. Each tile has a random symbol. Giving a hint of where an "island" might be. Like a bird flying or an specific star of cloud.

Currency:
Coins: shells
Goods: fish, fruits, wood and tools

Main reward:
House of navigation
A themed house (with cano builder). It provides the main city with random rewards. Among those rewards are some fragments of it's own set although it's rare (5-10%). It's output and even additional benefits can be unlocked with cano builder buildings.

Time reward
Cano builder
The cano builder is an small building that can improve the house of navigation, when attached to it. As they have the shackle skill like the winter train. It has 3 levels. At the third level you can choose to specialise it's improvements.

Additional suggestion;
It's not necessary part of this culture but I think it would be a nice fresh twist to it.

Random events;
Every 12h there is an chance for an random event to occur. When an random event takes place it last for 12h. It's possible to go through days with no random event.
For the purpose of balance. I would suggest to reduce the chance for an event after one occurred for 24-36h.

Sailing trader
The trader offers 1-3 random trades for cultural goods at a ratio of 2:1. Example given to buy 10 goods you pay 20 goods.

Favourable weather
Due to good weather the harvest is exceptionally fast. Reducing time needed to produce goods & cultural coins by 25%.

Holiday
You can play a small game in which 3 shells are presented. You can chose 1 shell and keeping the reward inside it.

Bless of the ocean
Spawns a few "incidents" containing various amounts of additional shells (cultural coins).

Edit;

Battleship minigame clues
I feel like I should've given a bit more information about this concept. In battleship you have on the sides numbers and letters. Those are replaced by navigational symbols. Examples are: birds; swell; symbols of stars, or even clouds.
Two of the same symbols likely reveal were no island is. Two unique symbols together guiding towards an potential island likely reveal the location of an island. While an symbol guiding towards an island combined with an symbol that isn't guiding you to an island, contains likely an position with no island.
Examples for symbol combinations that likely revealing an island: swell + birds. Certain swells and birds might revealing the presence of an island. So, there might be one.
Symbol combinations that likely reveal the locations of no islands for example; swell + swell or swell + meaningless star. Those combinations likely lead to nowhere and should be avoided.

Learning to recognise the right symbols and combinations granting significant advantages in finding islands. As is the purpose and goal of this "practice" minigame. Although on hard it might become more tricky as meaningless symbols might micmic the right ones, far more so then on easy and normal. The bigger the play field the more space for symbols and opportunities to tricking players.

Cano builders benefits
Practically those can be whatever the dev. team wants. The sky is the limit and great creativity and combinational and customise potential are with their specialisation. Examples: att or def % for attack/defence armies, additional productions from house of navigation; improved output when certain random productions were made like extra fps/goods. Up to even maybe random units or guild power/goods.

Settlement & buildings
Some buildings can be build in the water but not on the small island itself. Giving an additional small challenge. EG goods build for fish is in the water but fruit on land.
Aquatic builds are according to the cultural architectural solutions. Most builds are fairly simple.
Off the grid a building, perhaps an house of navigation, gives excess to the minigame.
As addition for the requested questions from the dev team:

Why Polynesia?
As for the reason why. Personally I think an island based culture on one of many small islands in the pacific really speaks to the imagination and would be inspiring. While researching for my suggestion I felt confident and inspired by the culture as tho's survival literally depends on the skills of their navigators while also keeping in touch with other friendly remote island based settlements in the pacific.
Also I think considering what year last year was we all can use some sunshine and what better way then an culture on an paradise island? Far away from everything somewhere in an exotic ocean. Living the digital dream completely off the grid.
Further more I feel like an more humble culture compared to the famous and great cultures we already have would be nice addition. Since it might feel more unique and inspiring then adding yet another great culture of many. Although I like many and so far most in the game.

Why set building?
As for the concept of making time rewards part of an set in which the main building is central. I feel like the current time rewards are a bit underwhelming and don't compliment the main reward and dice versa. The timeless dojo brings an extra unit to the table but already better options for it are present. Ancient Egypt offer an sweet compact time reward but it's hardly making an difference in the long run.
Having an set skill would compliment both time and main reward pretty well. As with the time rewards you'll earn you are building up to an goal and expanding on it.

Age
As soon you'll unlock cultural settlements. This culture is very old and why what's the point of restricting access to it?
If however it must be unlocked up on reaching an certain age. I'll said early or high Middle Ages


Edit;

Why this culture and not another?

This culture sets itself apart from all other cultures. As it relies on their navigators and understanding of nature. For their survival when floods strike and interacting with other remote island settlements. In an very exotic and unique environment.
Further more they are focust on living as well as possible. In this paradise like environment. Rather then seeking ways to expand, gaining more power, controlling bigger areas and growing more resilience towards natural influences. As they kept close to their natural environment. Instead of finding ways to bending it how they find fit for it. This could be reflected in random events in this settlement.
All of those together making an unique culture, very different from other cultures. In particular those already covered by the cultural settlements.
 
Last edited:

Fire Lord

Squire
Polonysia settlement

Settlement
You are an honoured quest and got the huge honour to become an apprentice of an navigator. He likes to teach you and encourage to practice daily your navigational skills in the minigame. The main goal is to build your own cano.
Before you can build your own cano, you need help and the trust of the locals. Helping them out building up their settlement is a great way to do so. As most was destroyed by a recant flooding.

Mini game
Battleship variant

Easy - medium - hard
Goal: finding hidden islands on a map, like battleship you must guess where something is. Instead of finding ships, you try to locate islands.
On easy the main goal is to find 2 "islands" on medium 3 "islands" and on hard 4 "islands." However you have limited chances but on the sides making up the coordinations you can draw some clues where an island might be. This can be a star, a bird or swell.
Easy 4x4 field
Medium 5x5 field
Hard 5x5 field + less turns

Up on succeeding you receive a fixed amount of cultural goods. Which however are random.

The hints given by the map are also given by the quests. As you'll be reached about navigational guides.
Another variant can be a field with tiles. Each tile has a random symbol. Giving a hint of where an "island" might be. Like a bird flying or an specific star of cloud.

Currency:
Coins: shells
Goods: fish, fruits, wood and tools

Main reward:
House of navigation
A themed house (with cano builder). It provides the main city with random rewards. Among those rewards are some fragments of it's own set although it's rare (5-10%). It's output and even additional benefits can be unlocked with cano builder buildings.

Time reward
Cano builder
The cano builder is an small building that can improve the house of navigation, when attached to it. As they have the shackle skill like the winter train. It has 3 levels. At the third level you can choose to specialise it's improvements.

Additional suggestion;
It's not necessary part of this culture but I think it would be a nice fresh twist to it.

Random events;
Every 12h there is an chance for an random event to occur. When an random event takes place it last for 12h. It's possible to go through days with no random event.
For the purpose of balance. I would suggest to reduce the chance for an event after one occurred for 24-36h.

Sailing trader
The trader offers 1-3 random trades for cultural goods at a ratio of 2:1. Example given to buy 10 goods you pay 20 goods.

Favourable weather
Due to good weather the harvest is exceptionally fast. Reducing time needed to produce goods & cultural coins by 25%.

Holiday
You can play a small game in which 3 shells are presented. You can chose 1 shell and keeping the reward inside it.

Bless of the ocean
Spawns a few "incidents" containing various amounts of additional shells (cultural coins).
I've been pushing for a polynesian settlement for a while, and I really feel like that will have something to do with the next event. I love the battleship island idea, that is absolutely brilliant. I don't like the concept of the grand rewards, Foe will need to think of something better.
 

Fire Lord

Squire
As addition for the requested questions from the dev team:

Why Polynesia?
As for the reason why. Personally I think an island based culture on one of many small islands in the pacific really speaks to the imagination and would be inspiring. While researching for my suggestion I felt confident and inspired by the culture as tho's survival literally depends on the skills of their navigators while also keeping in touch with other friendly remote island based settlements in the pacific.
Also I think considering what year last year was we all can use some sunshine and what better way then an culture on an paradise island? Far away from everything somewhere in an exotic ocean. Living the digital dream completely off the grid.
Further more I feel like an more humble culture compared to the famous and great cultures we already have would be nice addition. Since it might feel more unique and inspiring then adding yet another great culture of many. Although I like many and so far most in the game.

Why set building?
As for the concept of making time rewards part of an set in which the main building is central. I feel like the current time rewards are a bit underwhelming and don't compliment the main reward and dice versa. The timeless dojo brings an extra unit to the table but already better options for it are present. Ancient Egypt offer an sweet compact time reward but it's hardly making an difference in the long run.
Having an set skill would compliment both time and main reward pretty well. As with the time rewards you'll earn you are building up to an goal and expanding on it.

Age
As soon you'll unlock cultural settlements. This culture is very old and why what's the point of restricting access to it?
If however it must be unlocked up on reaching an certain age. I'll said early or high Middle Ages


Edit;

Why this culture and not another?

This culture sets itself apart from all other cultures. As it relies on their navigators and understanding of nature. For their survival when floods strike and interacting with other remote island settlements. In an very exotic and unique environment.
Further more they are focust on living as well as possible. In this paradise like environment. Rather then seeking ways to expand, gaining more power, controlling bigger areas and growing more resilience towards natural influences. As they kept close to their natural environment. Instead of finding ways to bending it how they find fit for it. This could be reflected in random events in this settlement.
All of those together making an unique culture, very different from other cultures. In particular those already covered by the cultural settlements.
I think we might get a Polynesian settlement! There has been an overwhelming amount of support for that one, and a bunch of amazing ideas. We just need to cross our fingers now. Honestly, I'm super excited to see what they do with it graphics wise, it's going to be beautiful.
 

GateKeeper

Baronet
- Ancient China. Could have some gimmick/minigame themed based on dynasties. Or maybe a minigame where you, over the course of the building of the settlement, build a portion of the great wall across the settlement map.
Building rewards:
Before reading any ideas, this Ancient China idea is exactly what I was thinking as well.

Make this settlement where we have to gather goods and supplies to build the Great Wall of China, to stop the Mongolians from invading.

Minigame, simple, Mahjong, with 3 levels, easy, medium, hard. Each rewarding a fragment of the wall, or goods, or "sticky Rice", or maybe this Minigame, blocks the invasions.

Main game, not only do we have to build our settlement, but we have to Defend it, by placing segments of the "Great Wall" along the outside of our settlement to stop the invading Mongolians. So instead of military buildings, we have to build fortifications along the wall, just like the great wall. Think of these Fortifications as the Impediments, but instead of removing Impediments, we are building the Impediments, now called Fortifications. We need the standard buildings; residents, goods building, but the new "supply" building being "Sticky Rice" producer. Everyday we have to stop an invasion, If we fail placing the fortifications in strategic areas, the Mongolians break portions of the wall, setting us back a day or not getting that days wall extended, whichever makes sense.

You can make this a long settlement too, by that I mean, stop having us race to get Bonus Chests for the 2nd reward building. In fact, no 2nd building at all. Make us do this settlement 7 times, with it taking a minimum of 2 weeks to complete a level. Only create two new emissaries, come on you know we only want the FP and Troop Emissaries anyways ;) , leaving 5 pieces to get the Spec Building.

Now yes I understand I forgot one critical aspect, where do we spend Diamonds ;) Easy, we can use diamonds to either bypass that days invasion by using diamonds, or, if we lose at blocking the invasion, we could spend diamonds to win that day. Of course we an speed buildings completions up with diamonds.

Roads we use our coins and supplies, just as expensive as our current age/era costs for a road.

Create the 1 main spec building to level 5, Genghis Khan Statue Complex, yes I see the irony of my idea, my theme is to stop the Mongolians, but hey you asked me, and we already have the Terracota Army. The Genghis Khan Statue Complex spec building, Stats: with AB% and DB% for AA, and Goods as well. No FP's, make the % for AB and DB so lovely, even the "FP lovers" say dammmmmm now thats a spec building.

I'm sure I missed something important, so hopefully other players run with this idea.
 
I think it would be cool to have a ancient Greek settlement. The game mechanic could be chariot racing, you get three chariot races per day and you could buy more for diamonds. The chariot would look like the chariot in a hippodrome, and there would be a track that the chariots raced around. The chariot would race two other chariots and the speed would depend on the horses that you put on the chariot. You would train the horses with horse barracks and the horses would have stats just like normal troops. The races would be different lengths so that not just the fastest horse could win, some horses would start the race supper fast then slow down and some horses would have a slower consistent speed. If you win you would get goods needed for that settlement.
This would be a great settlement idea and many people would like it because they love the Greek culture and it could make inno money because people would buy extra races with diamonds.
 

Dessire

Regent
PLEASE! DO NOT SUGGEST ANCIENT GREEK AS A SETTLEMENT.


why? do you really think FoE team hasn't thought about that before ask us for ideas? stop suggesting ancient greek, suggest something different please.
 
PLEASE! DO NOT SUGGEST ANCIENT GREEK AS A SETTLEMENT.


why? do you really think FoE team hasn't thought about that before ask us for ideas? stop suggesting ancient greek, suggest something different please.
It isn't really about the culture it is more about the mini game, Greece (and Rome) are the only one's that really goes well with my mini game idea. The fact that so many people are suggesting it should be a sign that they should make the next settlement ancient Greece.
 
I'd personally rather not have greek/rome due to grecopolis and the early eras already using those cultures in the buildings. Japan settlement already is dissapointing since VF is based on Japan as well as all the spring event buildings the past few years. I'd like to see something different like we got with Aztecs. Austrailian aborigenese, polynesian, african (non-egypt), native american/eskimo (?) cultures... There's really a lot of cultures FOE hasn't even bothered to tap into, it's mainly european/asian.
 

drakenridder

Overlord
Perk Creator
I've been pushing for a polynesian settlement for a while, and I really feel like that will have something to do with the next event. I love the battleship island idea, that is absolutely brilliant. I don't like the concept of the grand rewards, Foe will need to think of something better.
I've might explained my suggested production poorly. As the inspiration came from the popular craws nest of an summer event. I thought of the house of navigation with the same stats but smaller and upgraded with the shackle ability. As that ability allows customisation and provides unlimited potential.

Perhaps giving the house of navigation an additional benefit unique to it. Like 10% faster scout on the cmap and 10% faster exploration for special goods on the space cmaps. As this would mean for the 1d less then 22h. Strongly aiding in preventing the gradual shifting times of 1d production lines, which is an problem of those. This last idea was just an thought I just came up with. I rather like to be surprised with what the dev team comes up with.

Thanks about the minigame. Glad you like it.:) Thinking of it a bit more, I find it the most fitting minigame mechanic for such an nautical culture.

I think we might get a Polynesian settlement! There has been an overwhelming amount of support for that one, and a bunch of amazing ideas. We just need to cross our fingers now. Honestly, I'm super excited to see what they do with it graphics wise, it's going to be beautiful.
I strongly feel the same. The idea of how such could look alone is something to looking forward to.

---------

As for Inno's earning model from this suggestion, a few ideas:

FoE + benefits

Encouraging players more to invest in FoE + can also be done through this settlement. Granting a few benefits. This are a few ideas for such benefits:

Minigame
7-8 turns instead of 5 in the minigame
Discounts on additional turns

Random Everts
Chance one occurs increased
No or lower decreased chance after 1 occurred
Trader ratio improved to 1,5:1 EG you'll pay 15 goods for 10 goods
Increased loot from random events


Regular Diamonds spend;

Minigame
You can buy additional turns for diamonds

Maybe a slight increase of goods reward like Aztecs?
------
As for random events occurrence. Perhaps the chance one occurs increases when it fails to spawn. Something like 5-10% increase I think would add up enough. Ensuring that every run you'll for sure get 1-2, while with FoE+ more frequently
 

Fire Lord

Squire
I've might explained my suggested production poorly. As the inspiration came from the popular craws nest of an summer event. I thought of the house of navigation with the same stats but smaller and upgraded with the shackle ability. As that ability allows customisation and provides unlimited potential.

Perhaps giving the house of navigation an additional benefit unique to it. Like 10% faster scout on the cmap and 10% faster exploration for special goods on the space cmaps. As this would mean for the 1d less then 22h. Strongly aiding in preventing the gradual shifting times of 1d production lines, which is an problem of those. This last idea was just an thought I just came up with. I rather like to be surprised with what the dev team comes up with.

---------
Don't say scout bonus, that will never go through. What I was trying to say is that the house of navigation doesn't sound polynesian. The name will need to be changed most likely.
 
Which culture (please also mention the relevant age)?
Guarani Settlement - Iron Age or Colonial Age

Which relevant game mechanics will also be added to this culture (ie the minigame with the Aztecs, trading in Feudal Japan or necessary in Egypt etc.).
It would be a mini map of the country where you would be exploring the indigenous lands in the Brazilian Amazon region and extending to Argentina, Bolivia, Paraguay and Uruguay.
This mini map of the campaign would open in each part of the missions. I will take the example of Egypt that the missions open at levels 3,9,17 and 23, the last being the conclusion of the Egyptian settlement. On that occasion, 5 sessions would be opened to explore the mini map of the campaign. However, the last session would be dedicated to only the finalization of the settlement. It would be as if it opened in mission 3,6,12,18 and 24, the last being the completion of the Guarani settlement.
The goods would be Pau Brasil (much explored in the Brazilian Amazon region to make fabric dye), cassava (common food in the Amazon region until the present day, but at the time it was widely exported as a substitute for potatoes). Clay (common to make the glasses, plates and pans that were used to cook at the time and which is still very common today to see this type of pot to cook the famous Brazilian feijoada food)
Beans (grain that they cultivated to make feijoada and very abundant in the regions of Brazil, Bolivia, Paraguay and Argentina).
Main Building: Temple Shaman. It would give you 30% coins, 30% groceries, 14pf and When motivated 20 promethium and 4 random units from your current era. Size 4x3
Secondary Building: Watchtower 2x2 3% attack for attacking army and 3% defense for attacking army at maximum level.

Finally, why did you choose this culture, and why should it be our next Cultural Agreement?

I chose this culture because it would show the representativeness of the peoples of the Americas, especially that of South America, that we have nothing in the game related to this and also because it houses the largest forest in the world and with a diversity of food and animals that after the great navigations and which became a Portuguese and Spanish colony, many products native to South America were exported to Europe




From here, I am exposing a different idea from what I mentioned above and here I leave an opinion that I would like to know if you would agree or not.
Near the Guarani Settlement there was the other most popular settlement that was the Incas who lived along the Andes line, in South America, a region that comprises the present Chile, Ecuador, Peru, western Bolivia, northwestern Argentina and southern Colombia. . I was wondering if you would agree to make sure that the campaign map that was mentioned as the Guarani settlement would work could be continued and extended until reaching the Incas and continuing the exploration but the campaign map ended when it reached the waters of the Pacific . In other words, what I propose is that the Inca and Guarani settlements have the same mini game that would be the campaign map as a means of exploring these settlements in South America. Going to Patagonia (southern Chile and Argentina) and arriving at Tierra del Fuego in the province of Valdivia which belongs to Chile. what do you think?
 
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iPenguinPat

Squire
  • Which culture (please also refer the relevant age)?
    1970s - PME
  • What relevant game mechanics would also be featured with this culture (i.e. the minigame with the Aztecs, negotiation in Feudal Japan, or battles in Egypt etc.).
    Minigame - some sort of "dance theme" sequence matching. (think DDR, guitar hero type game)
    Buildings - Disco/dance halls, roller rinks, shopping mall,outdoor concert/festival, fast food
    items - lava lamps, muscle cars, disco balls, tv's, and coke
  • Finally, why did you pick this culture, and why should it be the our next Cultural Settlement?
    Something completely and totally different for time period and style/theme.
 

drakenridder

Overlord
Perk Creator
Don't say scout bonus, that will never go through. What I was trying to say is that the house of navigation doesn't sound polynesian. The name will need to be changed most likely.
I understand but according to my research a house of navigation stood central in the Polynesian culture. As such every settlement had one, including cano builders. This is why I've chosen to suggest it as the main reward. Following up the central cultural buildings of the previous cultures: the mythical three of Vikings folklore/mythology, Shinto temple of Japanese as Shinto is fairly central in their culture, bathhouse of Egypt as such was historically central in their culture and the solar temple of the Aztecs for their religious reasons. I hope this clarifying my thoughts and reasons behind this suggestion. That been said. I've might stumbled on an translated name for it to English. As such perhaps the actual Polynesian name could be used. Although I don't know what they calling it.
 

Dan 77

Squire
First of all, I think that cultural settlements could be assigned to unused provinces on the continent map which are still under a fog ("two birds with one stone" - a huge inspiration for new settlements and an usage for old maps under a fog). These provinces or maps could be accessible also without reaching any age or after reaching some (as like as GvG via Australia on PC) and possibly can provide some goods to finish a settlement in time (e.g. by fighting or trading like in previous settlements).

A) Enumeration of these provinces -> alternative access to settlements (?):
  • south France on a map Bronze Age-Colonial Era -> can be assigned to Gauls Settlement or Ancient Rome Colony Settlement *
  • Fennoscandinavia on a map of Progressive Era -> can be assigned to Vikings Settlement (already exists)
  • Balkans&Turkey on a map of Progressive Era -> can be assigned to Ancient Greek Colony Settlement *, Byzantine Settlement or Ottoman (Turkish) Settlement
  • Central Asia on a map of Modern Era -> can be assigned to Mongols Settlement *
  • continuation of Indo-China on a map of Postmodern Era -> ??? (or some typical bonus provinces)
  • India on a map of Contemporary Era -> can be assigned to Vedic Settlement (have been already suggested above by other players)
  • the rest of South America on a map of Tomorrow Era -> an alternative access to a Guild Expedition (as like as GvG via Australia on PC)
  • Egypt on a map of Future Era -> can be assigned to Ancient Egypt Settlement (already exists).
  • the rest of Eastern Africa and the Madagascar Island -> ??? (or some typical bonus provinces)
(note: Aztecs Settlement could get a province on a map of Industrial Era and Feudal Japan Settlement could get a province on a map of Modern Era)​

B) Specified suggestion for settlements previously marked with *:
  • Ancient Rome Colony Settlement (relevant age: Iron Age, mechanics: negotiations) - we would help to found a new Roman colony (or even a city at the end of each settlement), that colony will be in foreign territory in Gaul, designated to war veterans and their families. The war veterans have to get as a promised reward for their service a soil to cultivate and where to live. There was also a political problem find a land promised to grant by populists for so many soldiers, it required many agrarian reforms during the late Roman Republic.
  • Ancient Greek Colony Settlement (relevant age: Bronze Age/Iron Age, mechanics: battles) - Greeks seek for place where to found a new colony, they land somewhere in Mediterranean Sea and find the best place to build with the help of an oracle, but enemy tribes are everywhere around...
  • Mongols Settlement (relevant age: High Middle Age, mechanics: both battles and negotiations) - Mongols and also Vikings were famous warriors, looters and traders (all in one). They were organizing raids on other countries, were trading with their loot and with their domestic production everywhere so the world became more connected and "smaller" during the Middle Ages (e.g. famous Silk Road). Thats why the combination of battles for loot and of negotiations at the merchant fits for the Mongols, but all things considered, it also fits very much for Vikings, the oldest settlement in FoE, where there are no such mechanics (and thats why Vikings Settlements are the hardest to finish in the time frame).
 
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Please create a mechanic within the cultural settlements that will help you get the resources from all the settlements you already have and may have. Like a commercial route like the Silk Road or the Spice Route. It would help a lot within the settlement, if it were impossible, all the settlements in the past had a trade route, so it would be fair to get into the game a space to place a new specialty of the settlements called: trade route or silk route (Asia), the spice route (India, Middle East and Saharan Africa), Rota Acapulco (Aztecs) and the Peabiru Road connected the Andes to the Atlantic Ocean (Incas and Guaranis). But that we could only obtain products from the settlement that we choose to do by being activated only when we start the settlement, be it Vikings, Japan, Egypt, Aztecs, etc ..
 

Hyrde

Farmer
Rapa Nui - the civilisation that created the fascinating statues on Easter Island
Age would be high to late middle ages
The mini game feature could be a trader like in Japan or the one in the Aztecs or a totally new mini game feature
Why - the statues are fascinating, their origins and purpose have all but vanished in the mist of time. It is one of the mysteriies of this planet that one almost wishes never will be solved.
 
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