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[Roadmap]


The Titan

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In no particular order, this is what's currently in the works:

  • Update cavalry/warriors
    • They will each consume 1 capacity
    • Warrior offensive strength 1, defensive strength 5
    • Cavalry offensive strength 5, defensive strength 1
    • Deleting units will now kill said population
  • Trash/Sewage
  • Advisors
    • Economic, military, populace, education and foreign advisors
    • Advisors live for 30 days (60 turns), you can recruit an advisor that has a specific strength, and they will provide bonuses to your kingdom (ie +1% defensive strength, -2% building cost, -5% water consumption, etc)
  • Wonders
    • Imperial Bank
      • Sets a hard $1,000,000 / 25k of each resource that becomes unraidable in your kingdom. If you have less than that, you don't lose any loot
    • Training Grounds
      • +1 offensive strength for cavalry, +1 defensive strength for warriors
    • Reservoir
      • Water well costs halved
      • Water well production +25%
    • Food stockpiles
      • Farm costs halved
      • Farm production +25%
  • Projects
    • Projects last for a number of days and provide a buff during that period, for example
      • Irrigation Project
        • Water consumption +10%
        • Food production +10%
      • Infrastructure Services
        • Building cost -2.5%
        • Food consumption + 5%
  • QoL
    • Universalize kingdom listings
    • Add "keep me logged in" button
    • Ability to edit your kingdom/leader name
    • Confirmation before leaving or joining alliances
    • Ability to delete messages
    • Ability to reply to messages and see send messages
  • Cosmetic
    • Custom leader titles
    • Messages with WYSIWYG edito
  • Community
    • Fully document formulas, buildings and mechanics on the wiki
    • Add an API for alliance recruitment messages
    • In-game player ads
  • Long-term
    • Global event: pandemic
      • A global pandemic has broken out, how you handle the outbreak in your kingdom?
    • Global event: ice age
      • The world has frozen over, water and food production is near minimum, our population is shrinking, how will we survive?
    • Front-end fixes
    • Better mobile responsiveness
      • Perhaps mobile app?
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Only thing I have to say is that deleting units killing pop seems pretty unnecessary.

It's already been proven that even someone with growth policy can taken down and suppressed, purely by unit casualties alone (and the occasional housing), all this would really achieve in my eyes is making any sort of fluid strategy in regards to unit composition essentially impossible,

 

As it would be suicidal.

 

Otherwise, all of this looks very good!

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17 hours ago, The Titan said:

Imperial Bank

  • Sets a hard $1,000,000 / 25k of each resource that becomes unraidable in your kingdom. If you have less than that, you don't lose any loot

 

Should this instead be a variable like X number of turns worth of income? So it can age up as nations do? $1m was a lot of money when we were making $30k a turn, but the new economic updates/schools can put you on 100k+ per turn pretty easily so $1m is only a week's worth of income for a "small" (one month old) nation. I could see this becoming irrelevant very quickly just based on how long nationsims usually run for.

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  • 2 weeks later...
On 4/17/2024 at 6:21 AM, Roberts Robertine said:

Should this instead be a variable like X number of turns worth of income? So it can age up as nations do? $1m was a lot of money when we were making $30k a turn, but the new economic updates/schools can put you on 100k+ per turn pretty easily so $1m is only a week's worth of income for a "small" (one month old) nation. I could see this becoming irrelevant very quickly just based on how long nationsims usually run for.

I must wholeheartedly agree, especially without alliance banks we will need real ways of preventing snowballing ending the game outright.

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