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1: Ditch main story from being time bound(or an option to do this)
2: Set limits on how far you can progress your kingdom before certain arc´s are completed(for example from when you get your barony until you have completed troll menace arc you could for example have rank 3 advisors maximum and secondary stat advisors locked and once that arc completed it would unlock them and you could get your advisors up couple more ranks and so on)
3: Let player decide for themselves when to advance the story(push a button and voiala, next threat arrives), this lets you finish all the aviable rank ups, events and such that exist for that arc, preventing clogging the event window up with scores of events that you will never have time to finish with how limited time you currently have to do stuff.
4: If only having the time bound thing as an option and you keep it time bound, add notifications like for example: The bald hilltop will activate in 5 days, go there nao!

These are a couple of ideas that would make the kingdom management more manageable... pun intended.

You guys have any good ideas on how to make it better?
Post edited November 11, 2018 by jimmybackman
Time constraints make sense in the narrative. I got sick of the games where enemy politely waits till you finish growing prize-winning tatos or solve solve some petty theft. As an option that turns off difficulty-based achievements it would be fine.

what they should do:
- remove all QoL projects and apply them by default. half the time for the ruler-involved projects, etc.
- remove Promotion projects for non-companions. add some minor quests instead.
- cut time/cost on most curse projects. nobody does em at this rates.
- re-evaluate trade agreements/projects costs. or dramatically increase benefits. even blatantly bad ones should have a "hook" like a good item. don't think players are idiots - we can use calcualtor.
- re-evaluate buildings costs.
- make end result visible when you order from Masters. It is stupid as is.
- make masters tell you what stats promote their master rank
Post edited November 11, 2018 by InEffect
A UI in the part of the game where there is kingdom management that does not require so much walking.

-edit- changed "end game" to "part of the game where there is kingdom management" to avoid confusion.
Post edited November 11, 2018 by alcaray
The ability to pull advisors from a "beneficial" project and direct them to a problem that has arisen. (Think "Hey Bob, I know you were setting up a company picnic, but the manufacturing supplies from Buffalo never arrived. We need them or the company goes out of business.")

The ability to use a free advisor to handle a problem which is not in their portfolio even if it is at a penalty. The game ~sort~ of lets you do this by allowing for advisor A or B on some projects. Might be nice if you have an advisor on a project you really want to complete when a problem comes up that ~only~ that advisor is allowed to handle. Of course it would require the above suggestion being implemented.

Maybe a manual which explains kingdom management which doesn't require purchasing another entire gaming system. That would also apply to the adventuring side of the game.

Kingdom events which don't 'lock' you into a 14 day time warp. If it requires the Main Character's participation that is one thing, but when the kingdom is being overrun and the MC just ignores it...

A better relationship between the loyalty statistic and the unrest satistic. (Really how do you have high loyalty but rioting?)

The ability to use/build buildings from other alignments, but perhaps not as efficiently. (Just because your Neutral doesn't mean you can't put up a bulletin board or use a town crier.)
Post edited November 12, 2018 by LanceMitchell
Time warps would be okay but they should be max 5-7 days instead of 14. :)