After around 3.500h in this Game, i would ask for an Update to fix this Problems
- Dams, bridges and amphora factories should be like any other buildings
destructible, it drives me crazy that they aren't are degradable
- Dams should no longer have a bonus to 15% health but rather a bonus of
Food production higher than an aqueduct. Then they would one represent a more interesting building
Maybe we can build an Dam with an second upgrade?
- the decision: search for resources should be abolished.
I can now grow wine in the arabian desert, that is outside the wine belt, but there the game no longer makes any distinctions.
Rusucuru offers gold, copper, iron in one of my games and Wine to. I must build an Ironoremine and i have Access to this Ressource? Yes that sounds very interesting. I can trade/use only the Ressource with a Mine.
Practically all regions in Spain have more than one type of metal to offer. You can no longer build economic cycles like this. Cotton in Aquitaine is now looking quite nice too. And you must taste my Winterwine from Norway!
- Cotton should offer added value, higher than flax or wool
For what did i must build an Emporium? I search for Ressources and will find what i need...It´s only a Matter of Time and Regions.
Thats are my Problems, it is possible to fix this?
Thanks
Reviews and Requests for an Update
Moderator: Pocus
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- Corporal - Strongpoint
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Re: Reviews and Requests for an Update
I have noted the reference to this thread. We hope to have enough time in a few months, after a few more updates to Kingdoms, for a final patch. There is no certainty, as I'm not the only one to decide, but I would like that on a personal level, at least.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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- Private First Class - Wehrmacht Inf
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Re: Reviews and Requests for an Update
If you will make a final patch please do UI scalable like FOG Kingdoms. The default font size in FOG Empires is very small and hard on eyes.
Re: Reviews and Requests for an Update
I concur with the remarks about currently indestructible buildings; it makes them obstacles more than perks. Bridges especially could get some attention, as it feels weird to lock this T2 infrastructure behind the T3 builder guild (in regions with an impediment that can only be removed through bridges, it easily becomes a major issue over time to develop the related regions/provinces).
Dams could indeed have different bonuses, making it a superior aqueduct would be great to give it interest. Cotton I'm less worried about since it already has its own bonus otherwise inaccessible in most of the map.
I have to somewhat disagree with removing the prospect decision though. While it sometimes create weird sources (as in the wine example), it really takes a lot of rolls to find valuable things, although hills & mountains definitely have the most value (and have the least chances at failing, until you find some stone and start feeling the disappointment
). However this decision is more than welcome in mountainous & arid regions plagued by impediments preventing development for a looong time (things that can only be removed through builder guilds/bridges) or simply cannot be touched otherwise (water impediments in arid regions), something especially found in the Caucasus or Hindu Kush and throughout Africa which already suffer from lower production rates in food/infrastructure because of the terrain's nature (arid steppes/deserts/alpine). Prospecting also opens opportunities to bring life to nearly a third of the playable regions, a wide arc ranging from the eastern steppes, towards Germania, ending with the northern half of Gaul.
Well, in the Grand Campaign it is something that is less noticeable, however the Persia DLC would heavily suffer from that removal considering the amount of impediments. Finding orchard-related sources is always a great asset for food production when you otherwise lack them (see the arc I mention above, outside the northern coasts of the Pontus you won't build any orchard) whereas the occasional lucky frankincense in steppes massively helps with culture! There are a few issues I won't deny; I could ignore the odd wine source and just leave it as a "lucky draw", but it is overly efficient & valuable when used in hills (mountainous/alpine regions having less interest with their blizzards disrupting trade regularily). The massive benefits prospecting brings to otherwise poor lands though is a real perk to ever be interested in playing in those areas!
The one thing I'd keep in a wishlist though (think I already mentioned it elsewhere) would be gaining access to your client state's list of buildings (only the protector gaining access, not the other way around since it's easier to subordinate yourself). Try to picture it: playing hellenic Cyrene, the desertic nations popping up to go at war with you (such as Nasamones) put a kneel to the ground after a while, thus giving you access to settled oases or worship places to have an easier time dealing with the desert. I'd love to see it happening with a nomadic subordinate too but the animal herds would likely not carry over sadly (tied to regions of nomadic ethnicity); the reverse could happen too, nomads gaining access to hellenic cultural buildings because they made a hellene nation kneel before them!
Dams could indeed have different bonuses, making it a superior aqueduct would be great to give it interest. Cotton I'm less worried about since it already has its own bonus otherwise inaccessible in most of the map.
I have to somewhat disagree with removing the prospect decision though. While it sometimes create weird sources (as in the wine example), it really takes a lot of rolls to find valuable things, although hills & mountains definitely have the most value (and have the least chances at failing, until you find some stone and start feeling the disappointment

Well, in the Grand Campaign it is something that is less noticeable, however the Persia DLC would heavily suffer from that removal considering the amount of impediments. Finding orchard-related sources is always a great asset for food production when you otherwise lack them (see the arc I mention above, outside the northern coasts of the Pontus you won't build any orchard) whereas the occasional lucky frankincense in steppes massively helps with culture! There are a few issues I won't deny; I could ignore the odd wine source and just leave it as a "lucky draw", but it is overly efficient & valuable when used in hills (mountainous/alpine regions having less interest with their blizzards disrupting trade regularily). The massive benefits prospecting brings to otherwise poor lands though is a real perk to ever be interested in playing in those areas!
The one thing I'd keep in a wishlist though (think I already mentioned it elsewhere) would be gaining access to your client state's list of buildings (only the protector gaining access, not the other way around since it's easier to subordinate yourself). Try to picture it: playing hellenic Cyrene, the desertic nations popping up to go at war with you (such as Nasamones) put a kneel to the ground after a while, thus giving you access to settled oases or worship places to have an easier time dealing with the desert. I'd love to see it happening with a nomadic subordinate too but the animal herds would likely not carry over sadly (tied to regions of nomadic ethnicity); the reverse could happen too, nomads gaining access to hellenic cultural buildings because they made a hellene nation kneel before them!
Do not fear decadence. Embrace it.
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- Sergeant First Class - Panzer IIIL
- Posts: 392
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Re: Reviews and Requests for an Update
Remember these topics by yours truly:
https://www.slitherine.com/forum/viewtopic.php?t=115309
https://www.slitherine.com/forum/viewtopic.php?t=115232
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- General - Carrier
- Posts: 4631
- Joined: Mon Jun 03, 2019 4:17 pm
- Location: Stockholm, SWEDEN
Re: Reviews and Requests for an Update
To be honest, I’d prefer Empires to remain as is. The reasons being to not ruin any mods working with the current version and to better put resources on Kingdoms instead of on an old and fully functioning game (a great game in fact!).
Besides, there’s always a risk that a patch will introduce new (unintended) bugs, imbalances, and exploits that may last forever or require additional resources to be fixed (and so on).
Furthermore, many of the desired changes can surely be modded by the players themselves in order to create the type of game they want. Modders at Paradox do that all the time, and Empires is a truly modding-friendly game. (And Kingdoms even more so.)

kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Reviews and Requests for an Update
Don't let this game die please, another feature that needed is private chat feature for multiplayer. you guys even can consider starting kickstarter for these updates lol, i would support it.