Thanks a lot for taking the time to play an d feedback
Considering my knowledge of the game, and Scripting capacities, I can hardly imagine having the capacity to fully implement the custom settlements into the whole calradian biosphere. So they are very limited in this prospect. Maybe making them into a new player faction could help resolve this. But I am very pessimist about this integration.
I can see about transfering troops to the settlement, but I don't think they will be usefull, because the settlement won't be attacked. Maybe find other use for it, providing other types of benefits.
I already added settlers transefers between settlements, did you guys try this little feature already ?
I don't have any stone or wood yet
Sadly, a bug. You should have some. Any wooden area or stone outcrop would be helpfull. I also plan to be able to transfer specialists, either to the settlement or special gathering spots, to increase ressource gathering. Also some special buildings to construct, depending on your tech/knowledges.
Hunting bug screen, I will check, this is something I started working on at the start of V0.11, instead of a blend game menu, I would like the gathering process to give its resuslts in UI similar to looting, for example. Thanks for reminding.
I will check the bandit recruiting, too. This is exactly the kind of bugs reports I need. It is impossible for me to test all features, because :
1/ there are many
2/ they span over a long period of time
3/ occurrence can be very rare.
This si why I need feedback
Treasure hunt: It is really a basic feature. It can be easily tweaked to give more loots, special items, spawn bandits, and so on. I will increase the loot output. But the amount of money you gain is tied to the length of the hunt. The more steps, the better the loot. So when you start this treasure hunt, you really have no idea what is going on (neither do I, because it is randomized ^^). However, I will increase treasure.
And glad you like it, it was pretty hard to code, but fun ^^
The quest is cancelled, so that you can find a new map, and start again. You can only have one hunt going on at a time.
Custom settlements:
Yeah, I wish there was more to do. I planned to add crafting stations, guilds, just like in towns. However, before increasing the amount of available options, I would like to set the basic systems right.
Peasants don't upgrade (or I should check...) But according to your discoveries and knowledges, there are many troops types to recruit: numid cavalry, zulus, hoplites, legionnaries, varegues, heavy horses, light horses..... However, this is definitely tied to your knowledges. If you tend to go for an economy focused civilisation, you will make a lot of money, but won't have access to that many different troops. And thoses special civilifaction(tm) troops are upgradeable.
Overall, I find that custom settlements are a nice fresh idea, but not too interesting, as they only seem to generate some denars and knowledge.
It would be more interesting for settlements to play a role, like s.o. already suggested, "be attackable by AI lords", or give out special quests, special shops, and a tavern to recruit troops (and bandits with low honor).
It would be nice to be able to build guildhouses.
And building a settlement seems too easy and cheap at the moment
I agree with you 100% (beside the troops, you should have access to proper troops if you have proper knowledge)
Quests, shops, recruit troops, guilds, crafting, bandits, are definitely on my todo list for custom settlements.
What cost should be paid to set up a custom settlement ? 10 000 ? 20 000 ? More ? You know, I must admit I barely played Native ^^ I jumped into modding because I so much wanted to increase world interactions and things to do beside recruiting troops and doing (boring imho) battles.
Again, I released this very alpha build, because I would like to set the basics right. Should the settlement management be made more complex ? I must not forget what happens when the player is away. I think the settlement could have a life by itself, but if the player is here, he can manage it better (order the construction of proper buildings, set settlement focus, and so on).
And what else could the settlement do, beside giving money, troops, knowledge ? Better rest, better Healing.... You know, on of the issues is that there are not many game variables that I know to work with about this, so I have to create the variables to be able to impact them, and so do the settlement be interesting or specific.
Sorry for the wall of text, and thanks a lot for feedback. Some nice ideas, not all of them are easy to add, especially adding the custom settlements to the calradian biotope.
Cheers.