suggestions / Vorschläge

The place to request or suggest new ideas and features.
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Richard Mut
Posts: 6
Joined: Wed May 13, 2015 9:48 pm

Wed May 13, 2015 10:18 pm

From my suggestions that I have already written in Steam and Facebook, are indeed some already partially implemented (slaves) and some in planning, but lead
You completeness to, so please you bear with me.



- Because I saw towers AUB images, you can use these to detect bandits, and a ballista plan to ward off just this.
Goals should get their own guards, which would open automatically in an emergency the doors and close. (Like in Stronghold Goals danger automatically and go)

- I've also read a proposal to build tents, these would be ideal to have in the wild a kind of bed to recover.
The tent can also build on and back off again and again, so it is unlimited use and you can always take it.

- Havens are also a good idea, which would drive caravans and bandits often, in order to find water and food in the form of bananas.

- How about when looking for ranged weapons (bows, crossbows, firearms) could produce ammunition? Either the Muntion would then be for the respective weapon endlessly, or you provide a certain amount of income for her weapon.

- Cities could be more dynamic, and develop in greater prosperity continues, the houses are larger, magnificent and the possibilities there dilate. It "sees" the growing wealth by
would be added more decorative elements.

- Diplomacy can also expand later so that some cities combine to form alliances and possibly wage war against others,
to align themselves with bandits together, you can even form an alliance with alliances, but also by bandits, which which you can help out with a very competitive loot or rushing on opponents.
To curry favor with a faction, you fulfilled tasks, the company handles them, or pay you money.

- How about when you can green the steppe and desert? This would increase the yield on fields, pastures would also yield more revenue. Visually as an irrigation system would be useful for a little paradise you can create yourself.
With the irrigation system could pull even small forests where loggers cut down trees, planting new trees forester. The timber would then cut into planks at the sawmill.

- Sandstorms would look very good and also reduce visibility, or sudden rain.
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People could get more momentum later in the final game and get the following:
- Hunger, figure must eat when hunger is not satisfied, temporarily thickness is reduced
- Thirst, character needs to drink when thirst is not quenched the stamina is temporarily reduced
- Sleep, figure must sleep, sleep is not covered fall combat values ​​temporarily
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Food could be prepared in the wilderness over a campfire, can sleep one follows outdoors:
- On the sand, the need for sleep fill slowly
- In the sleeping bag, it fills up fast, the sleeping bag is light and takes up little space in your inventory
- In the tent, it fills the fastest, takes a little weight, average inventory space, as often as you can, and will be built on
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Later, you could create trade routes, where you can send your own caravans, but may also be supplied from NPC vendors. I thought you would like this:
- Shopping, one example buys Bread automatically until a certain amount is reached
- Sale, one example sold Water is only achieved to a certain amount in stock


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Slave: (yes that are already in the game, the idea itself I had already uploaded before being a game contents)
I think in the world of Kenshi slaves would well fit in.
Slaves can be bought in the slave market or even catch what, where one takes eg bandits fought and those captured after the victory.

Bandits are generally "outlaws" and can be made into slaves, they can be captured by a self or other groups (maybe the guild the slavers?

These slaves can be working in their own city, but these also need like all food, drink, sleep. They work only half as productive as "normal" citizens of the city, but are also significantly cheaper at getting players.

Slaves can be later released and can become citizens of the city.

One must take care that does not want to flee the slave revolt or a plan, so that the "revolt" bar decreases, they have to be happy and the following things must be met:
- Hunger
- Thirst
- Sleep
- Protection (against animals, bandits, the environment itself)
Is the revolt-bar was full, all slaves whose bar is over a certain limit, to attack the guards or try to escape.

Wearing leg irons, which reduces the movement and on the neck and the arms chains, so that they can not fight. (Indeed, this has been around)


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- I had even proposed to build roads so that people can move faster on this. However, since there are quite a lot of mountains,
Tunnel would of course very useful.
Matching are mounts such as horses or camels very low, so that these goods and transport people. Could be bred these animals also, which then wait in the stable to use.

- I suggested times when you maybe can create automated trading routes that you can protect them with castles / forts. Since indeed now more walls
and other things are available, such as the ballista, I could well imagine that you can build towers, where you can also place a ballista.
As some mountains are inaccessible, but you can climb apparently later I would suggest that one could build a cable car in the valley and on the mountain,
so you get people and materials up the mountain. The material to build the cable car station on the mountain course, would the people who climb
take.

- What do you think of the idea that one could build times trains and rails later? This will certainly affect nonsensical at first glance, but desert and trains actually fit well
together (example Wild West).
Meaning of the train would be natural that one person but also goods for traders with a trading route can bring fast from town to town. While on kürzeeren routes are
Pack animals better, but over long distances is a train at an advantage once you get everything built so far as (incentive every town on the rail to tie).
The idea I came by train because of the building materials manufacturers, which already looks like an old broken train. The train is powered with either
Power, which one provides along the way with cables, or with water and coal or another fuel.

- I leave in the forums, which some want a black market, that would be a good new place where you can always go to action, even if you look
lies with the trade guild in dispute. In addition, if you want to be Bandig, one must sell its goods irgendwoe and can recruit new people there.

- If later scheduled times to breed animals that can be used? From which one can obtain meat, leather, wool, eggs, milk and skins?
The leather would have to be made into leather, to drink the wool bales of cloth in the weaving and skins for clothing, milk and eggs to eat in the Tannery.
If it were animals, you would have these also protect (If you do not a wall around the pasture draws), since these may be stolen otherwise ode even killed.

- Can optionally be displayed as needed in the game Zombies /? Whether this now with one bite against people infected and others are even a zombie
can, be times undecided.

- When new animals I could imagine sand worms that while continuing to move the sand and jump in the attack from the ground. But you can see a collection, if one
Sandworm moves.
Would a flight animal, a kind Harypie (look like women, claws and wings have) fit into the game?
I guess that would fit some peaceful plants face in the world that you can possibly chase because of the skins, or tusks, teeth, claws.

- A further beverage may be beer, which would be produced from hops and water. Thus, one would have liquor and beer as an alcoholic drink,
Water and milk as normal. Theoretically, one could also grow fruit trees, from whose fruit can burn schnapps / fruit brandy. The fruit may naturally
be eaten normally. Wine from fruit would also be conceivable (cider).

- The desert is a great place where you can get lost (with card now and then). Hence the idea that you can build guide, so you do also without a card
can orient quickly.

- What do you think of the idea, provided that there is a sea time that you placed on the card edge Islands? This would offer new places, possibly mineral resources it only there to
are found.
In order to get to the island you lease a boat / ship or self-build in the yard.
Since the water live fish, you can also build fishing boats / buy, so you can sell fresh fish.
But what would a sea without a fight? Pirates do there rich booty and enslave the people who take them prisoner.
The sea is also no pirates a dangerous place because storms can be absorbed and may slow or even damage the ships.
On the beaches you will encounter sea gulls, can see shells, so it looks nice.

NEW Ideas:

I have more ideas come that I would like to share.

- The idea of ​​the bridge I have read here in the forum but would like to go into the details more. A bridge would logically bridging a valley and
so you can connect eg 2 mountains together.
There are hanging bridges that are quick to build and low in price. Disadvantage is that they are damaged in strong winds and high stress at a time
may be or may even collapse.
A drawbridge is a combination of a normal bridge, but which at one end includes a drawbridge. This drawbridge can by a guard
are automatically opened and closed in case of danger. Such a breakage is therefore useful to a city / castle to reach on a mountain.
The better and more stable version is the stone bridge, this building material costs more and takes longer to complete the construction. Before this bridge is finished,
it passes through 3 stages:
* The construction workers built the first pillar in the low points
* Then, starting and stabilizes the actual bridge with scaffolding
* The framework is broken down and the bridge is completed
But you can also by a bridge from the valley to a mountain a sort of "bridge" building, which acts like a combination of stairs and bridge. (Since
I had to mountains that can not achieve the proposal from the cable car)

- Would it be possible that you can conquer merchant outpost or even entire cities later? A conquered city is then under its own control and
all the buildings and objects are one. The city's population still lives there then, only has to be earned their trust, by
Tasks or by expanding and improving the city.
The dealers and their guards are faced with the choice:
You leave the city, their trading house and its contents will be confiscated, this worsens the relationship with the merchants' guild
You leave the city, but they are compensated for the distribution, the relationship with trade guild is only slightly impaired
You remain in the city, see the players as the new owner of the city and one earns through taxes on each trading activity of dealers,
the relationship with the Commerce Guild remains the same
The former town guards flee the city and seek their own city next to to fetch reinforcements to retake the city. Should
the group have no more city more, the former city guards are homeless and draw like bandits across the country, possibly they try on
weakest secured Lost City to retake. If the last soldier of a group dead, the group is extinguished.

New ideas:

I've been thinking about how and whether we can improve the soil for fields, so to increase fertility.
The following should be occurred to me since:
- I suggested times irrigation systems prior to the general desert to green if you will, in that case one would improve fertility. Whether the water is now connected to an aqueduct in a Resevoir,
or a fountain is sufficient remains to be seen.
- Can fertilize the fields also improve, which you have to buy the fertilizer only or even just "produce" must
- Plowing with a workhorse (perhaps the animal which traders use) loosens the soil and increases thus the fertility

Each of the 3 methods increased each by 10 points fertility, so you can win a total of 30 points to. This is interesting when you have soil that has only 10 fertility and one so at least
can drive average harvests. One can argue why ever want to invest in someone Fields Country with 10 fertility, but is always up to you, the situation itself may
be so good, you take the bad soil in buying and something gets yield harvests.
All 3 methods but of course must always be applied, so that fertility does not decrease again over time. An automatic renewal of these things would later course very helpful.

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Von meinen Vorschlägen die ich schon in Steam und facebook geschrieben habe, sind zwar manche schon teilweise umgesetzt (Sklaven) und einige in Planung, aber führe
sie der Vollständigkeit auf, also habt bitte Nachsicht mit mir.



- Da ich aub Bildern Türme sah, kann man diese zum Erkennen von Banditen nutzen, und mit einer Balliste drauf zum abwehren eben dieser.
Tore sollten eigene Wachen bekommen, welche im Notfall die Tore selbstständig öffnen und schließen würde. (so wie in Stronghold Tore bei Gefahr automatisch auf und zu gehen)

- Ich habe auch einen Vorschlag gelesen, Zelte zu bauen, diese wären ideal um in der Wildnis eine Art Bett zu haben, um sich zu erholen.
Das Zelt kann man immer wieder auf und auch wieder ab bauen, es ist also unbegrenzt nutzbar und man kann es immer mitnehmen.

- Oasen sind auch eine gute Idee, welche Karawanen und Banditen öfters ansteuern würden, um dort Wasser und auch Nahrung in Form von Bananen zu finden.

- Wie wäre es, wenn man für Fernwaffen (Bogen, Armbrust, Schusswaffen) Munition herstellen könnte? Entweder wäre die Muntion dann für die jeweilige Waffe unendlich, oder aber man stellt eine bestimmte Anzahl an Schuss für die Waffe her.

- Städte könnten dynamischer sein, und entwickeln sich bei größeren Wohlstand weiter, die Häuser werden größer, prachtvoller und die Möglichkeiten dort erweitern sich. Man "sieht" den wachsenden Wohlstand, indem
mehr Deko-elemente hinzukämen.

- Diplomatie kann man später auch erweitern, so das einige Städte sich zu Allianzen zusammenschließen und eventuell Krieg gegen andere führen,
dazu sich mit Banditen zusammen schließen, man selbst kann sich mit Allianzen verbünden, aber auch mit Banditen, welche einem mit günstiegen Raubgut aushelfen oder welche man auf Gegner hetzen kann.
Um sich bei einer Fraktion beliebt zu machen, erfüllt man Aufgaben, handelt mit ihnen, oder Zahlt ihnen Geld.

- Wie wäre es, wenn man die Steppe und Wüste begrünen kann? Dies würde den Ertrag auf Feldern steigern, Viehweiden würden ebenfalls mehr Ertrag abwerfen. Auch optisch wäre so eine Bewässerungsanlage sinnvoll, damit man sich ein kleines Paradis erschaffen kann.
Mit der Bewässerungsanlage könnte man auch kleine Wälder hochziehen, in denen Holzfäller Bäume fällen, Förster neue Bäume anpflanzen. Das Holz würde dann im Sägewerk zu Brettern geschnitten.

- Sandstürme würden sehr gut aussehen und auch die Sicht verschlechtern, oder plötzlicher Regen.
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Die Menschen könnten mehr Dynamik später im fertigen Spiel bekommen und folgende Punkte bekommen:
- Hunger, Figur muss essen, wenn Hunger nicht gestillt wird, wird temporär Stärke verringert
- Durst, Figur muss trinken, wenn Durst nicht gestillt wird wird temporär die Ausdauer verringert
- Schlaf, Figur muss schlafen, wird der Schlaf nicht gedeckt sinken Kampfwerte temporär
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Nahrung könnte man in der Wildnis über einem Lagerfeuer zubereiten, schlafen kann man im freien folgt:
- auf dem Sand, füllt das Schlafbedürfnis langsam auf
- Im Schlafsack, füllt es schneller auf, der Schlafsack ist leicht und braucht wenig Platz im Inventar
- im Zelt, füllt es am schnellsten auf, nimmt etwas Gewicht ein, mittleren Platz im Inventar, kann beliebig oft ab und auf gebaut werden
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Später könnte man Handelsrouten erstellen können, in denen man eigene Karawanen schicken kann, aber auch von NPC-Händlern beliefert werden kann. Das dachte ich mir so:
- Einkauf, man kauft z.b. Brot ein automatisch, bis eine bestimmte Menge erreicht ist
- Verkauf, man verkauft z.b. Wasser, bis im Lager nur noch eine bestimmte Menge erreicht ist


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Sklaven: (ja die sind schon im Spiel, die Idee an sich hatte ich schon hochgeladen ehe sie ein Spielinhalt wurden)
Ich denke, in der Welt von Kenshi würden Sklaven gut reinpassen.
Sklaven kann man im Sklavenmarkt kaufen oder auch selbst welche fangen, in dem man z.b Banditen bekämpft und diese nach dem Sieg gefangen nimmt.

Banditen sind generell "vogelfrei" und können zu Sklaven gemacht werden, diese könne von einem selbst oder anderen Gruppen gefangen werden (vielleicht die Gilde der Sklavenjäger?

Diese Sklaven kann man in der eigenen Stadt arbeiten lassen, diese brauchen aber auch wie alle Essen, Trinken, Schlaf. Sie arbeiten nur halb so produktiv wie "normale" Bürger der Stadt, sind aber auch deutlich billiger beim anwerben.

Sklaven kann man später auch frei lassen und zu Bürgern der Stadt werden lassen.

Man muss Acht geben, das die Sklaven nicht fliehen wollen oder eine Revolte planen, damit der "Revolte"-Balken abnimmt, müssen diese glücklich sein und folgende Dinge müssen erfüllt sein:
- Hunger
- Durst
- Schlaf
- Schutz (vor Tieren, Banditen, der Umwelt selbst)
Ist der Revolte-Balken aber voll, werden alle Sklaven, dessen Balken über einer bestimmten Grenze ist, die Wachen angreifen oder versuchen zu fliehen.

Sie tragen Fußfesseln, was die Bewegung verringert und am Hals und an den Armen Ketten, damit sie nicht kämpfen können. (ja auch dies gibt es schon)


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- Ich hatte ja mal den Vorschlag Straßen bauen zu können, damit auf dieser die Leute sich schneller bewegen können. Da es aber recht viele Berge gibt,
wären Tunnel natürlich auch sehr nützlich.
Dazu passend währen Reittiere, wie Pferde oder Kamele sehr günstig, damit diese Waren und Menschen transportieren. Züchten könnte man diese Tiere auch, welche dann im Stall auf den Einsatz warten.

- Ich schlug mal vor, wenn man vielleicht mal automatische Handelsrouten erstellen kann, das man diese mit Burgen/Forts schützen kann. Da ja jetzt mehr Mauern
und andere Dinge zur Verfügung stehen, wie die Balliste, könnte ich mir gut vorstellen das man auch Türme bauen kann, auf dem man auch eine Balliste platzieren kann.
Da einige Berge unerreichbar sind, man aber scheinbar später klettern kann würde ich vorschlagen das man im Tal und auf dem Berg eine Seilbahn bauen könnte,
damit man Mensch und Material auf den Berg bekommt. Das Material um die Seilbahn-Station auf dem Berg zu errichten müssten natürlich die Leute die klettern
mitnehmen.

- Was haltet ihr von der Idee, das man später mal Züge und Schienen bauen könnte? Das wird sicher auf dem ersten Blick unsinnig wirken, aber Wüste und Züge passen eigentlich gut
zusammen (Beispiel Wilder Westen).
Sinn des Zug wäre natürlich, das man Personen aber auch Waren für die Händler mit einer Handelsroute schnell von Stadt zu Stadt bringen kann. Auf kürzeeren Strecken sind zwar
Packtiere besser, aber auf langen Strecken ist ein Zug im Vorteil, wenn man erstmal alles soweit gebaut hat (Anreiz jede Stadt an die Schiene zu binden).
Auf die Idee mit dem Zug kam ich wegen dem Baumaterial-Hersteller, der sieht schon aus wie ein alter kaputter Zug. Angetrieben wird der Zug entweder mit
Strom, den man der Strecke entlang mit Kabeln liefert, oder aber mit Wasser und Kohle oder einem anderen Brennstoff.

- Ich laß in den Foren, das manche sich einen Schwarzmarkt wünschen, das wäre auch ein guter neuer Ort, an dem man immer hingehen kann zum handeln, selbst wenn man sich
mit der Handelsgilde im Streit liegt. Zudem wenn man Bandig sein will, muss man ja seine Waren irgendwoe verkaufen und auch kann man dort neue Leute rekrutieren.

- Ist später mal geplant, Tiere zu züchten die man nutzen kann? Aus denen man Fleisch, Leder, Wolle, Eier, Milch und Felle gewinnen kann?
Das leder müsste dann in der Gerberei zu Leder gemacht werden, die Wolle zu Stoffballen in der Weberei, Felle zu Kleidung, Milch zum trinken und Eier zum Essen.
Wenn es auch Nutztiere gäbe, müsste man diese auch schützen (Sofern man nicht eine Mauer um die Weide zieht), da diese sonst gestohlen werden können ode gar getötet.

- Kann man im Spiel Zombies optional/bei Bedarf erscheinen lassen? Ob diese nun bei einem Biss gegen Menschen andere Menschen infiziert und selbst zum Zombie werden
lässt, sei mal dahin gestellt.

- Als neue Tiere könnte ich mir Sandwürmer vorstellen, die sich UNTER dem Sand fortbewegen und beim Angriff aus dem Boden springen. Man sieht aber eine Erhebung, wenn ein
Sandwurm sich bewegt.
Würde ein Flugtier, eine Art Harypie (Sehen aus wie Frauen, haben Krallen und Flügel) in das Spiel passen?
Ich denke mal das einige friedliche Pflanzenfresse auch in die Welt passen würden, die man eventuell jagen kann wegen der Felle, oder Stoßzähne, Zähne, Krallen.

- Ein weiters Getränk könnte Bier sein, welcher aus Hopfen und Wasser hergestellt werden würde. Somit hätte man Schnaps und Bier als alkoholisches Getränk,
Wasser und Milch als normales. Theoretisch könnte man auch Obstbäume anbauen, aus dessen Obst man Obstler/Obst-Schnaps brennen kann. Das OBst kann natürlich
auch normal gegessen werden. Wein wäre aus Obst auch vorstellbar (Apfelwein).

- Die Wüste ist ein großer Ort, an dem man sich verlaufen kann (auch mit Karte ab und an). Daher die Idee, das man Wegweiser errichten kann, damit man sich ohne Karte auch
schnell orientieren kann.

- Was haltet ihr von der Idee, sofern es mal ein Meer gibt, das man am Kartenrand Inseln platziert? Diese würden neue Orte bieten, eventuell auch Bodenschätze die es NUR dort zu
finden gibt.
Um auf die Insel zu gelangen kann man ein Boot/Schiff pachten oder selbst eins bauen in der Werft.
Da im Wasser Fische leben, kann man auch Fischerboote bauen/kaufen, damit man frischen Fisch verkaufen kann.
Aber was wäre ein Meer ohne Kampf? Piraten machen dort reiche Beute und versklaven die Leute, die sie gefangen nehmen.
Das Meer ist auch ohne Piraten ein gefährlicher Ort, da Stürme aufziehen können und die Schiffe verlangsamen oder gar beschädigen können.
An den Stränden trifft man auf Möwen, kann Muscheln sehen, damit es schöner aussieht.

NEUE Ideen:

- Die Idee der Brücke habe ich hier im Forum schon gelesen, möchte aber mehr in das Detail gehen. Eine Brücke würde logischerweise ein Tal überbrücken und
so kann man zum Beispiel 2 Berge miteinander verbinden.
Es gibt Hängebrücken, die sind schnell zu bauen und günstig im Preis. Nachteil ist, das sie bei starkem Wind und zu hoher Beanspruchung auf einmal beschädigt
werden kann oder gar einstürzen kann.
Eine Zugbrücke ist eine Kombination einer normalen Brücke, welche aber an einem Ende eine Zugbrücke beinhaltet. Diese Zugbrücke kann von einer Wache
automatisch bei Gefahr geöffnet und geschlossen werden. Solche eine Brüche ist daher sinnvoll um eine Stadt/Burg auf einem berg zu erreichen.
Die bessere und stabile Variante ist die Steinbrücke, diese kostet mehr Baumaterial und nimmt mehr Zeit in Anspruch beim Bau. Ehe diese Brücke fertig ist,
durchschreitet sie 3 Etappen:
* Die Bauarbeiter errichten als erstes die Pfeiler in den tiefen Punkten
* Anschließend wird mit Gerüsten die eigentliche Brücke angefangen und stabilisiert
* Das Gerüst wird abgebaut und die Brücke wird vollendet
Man kann aber auch mit einer Brücke vom Tal zu einem Berg eine Art "Brücke" errichten, welche wie eine Kombination von Treppe und Brücke agiert. (Da
hatte ich um Berge die man nicht erreichen kann den Vorschlag der Seilbahn)

- Wäre es möglich, das man später Händler-Außenposten oder sogar ganze Städte erobern kann? Eine eroberte Stadt steht dann unter der eigenen Kontrolle und
alle Gebäude und Gegenstände gehören einem. Die Bevölkerung der Stadt wohnt dann weiterhin dort, nur muss man sich deren Vertrauen erarbeiten, durch
Aufgaben oder indem man die Stadt ausbaut und verbessert.
Die Händler und deren Wachen werden vor die Wahl gestellt:
* Sie verlassen die Stadt, ihr Handelshaus und deren Inhalt wird beschlagnahmt, dies verschlechtert die Beziehung zu der Händlergilde
* Sie verlassen die Stadt, aber man entschädigt sie für das Vertreiben, die Beziehung zur Handelsgilde wird nur leicht verschlechtert
* Sie bleiben weiterhin in der Stadt, erkennen den Spieler als neuen Besitzer der Stadt an und man verdient durch Steuern an jeder Handelstätigkeit der Händler,
die Beziehung zur Handelsgilde bleibt gleich
Die ehemaligen Stadtwachen fliehen aus der Stadt und suchen ihre nächste eigene Stadt auf, um Verstärkung zur Rückeroberung der Stadt zu holen. Sollte
die Fraktion keine weitere Stadt mehr besitzen, sind die ehemaligen Stadtwachen heimatlos und ziehen wie Banditen durch das Land, eventuell versuchen sie die am
schwächsten gesicherte verlorene Stadt zurück zu erobern. Sind die letzten Soldaten einer Fraktion tot, ist die Fraktion ausgelöscht.

Neue Ideen:

Ich habe darüber nachgedacht wie und ob man den Ackerboden für die Felder verbessern kann, also die Fruchtbarkeit zu erhöhen.
Folgende Dinge sind mir da eingefallen:
- Ich schlug mal Bewässerungssysteme vor um die wüste generell zu begrünen wenn man will, in dem Fall würde man die Fruchtbarkeit verbessern. Ob das Wasser nun mit einem Aquädukt an ein Resevoir verbunden ist,
oder ein Brunnen reicht sei dahin gestellt.
- Düngen kann das Feld ebenfalls verbessern, wobei man den Dünger erst kaufen muss oder eben selbst "herstellen" muss
- Pflügen mit einem Arbeitstier (vielleicht das Tier was die Händler nutzen) lockert den Boden und steigert damit auch die Fruchbarkeit

Jedes der 3 Methoden erhöht je um 10 Punkte die Fruchtbarkeit, also kann man ingesamt 30 Punkte dazu gewinnen. Das ist auch interessant wenn man Boden hat der nur 10 Fruchbarkeit hat und man so zumindest
durchschnittliche Ernten einfahren kann. Man kann sich streiten warum überhaupt jemand Felder bei Land mit 10 Fruchtbarkeit anlegen will, aber ist ja immer jedem selbst überlassen, die Lage selbst mag
so gut sein, das man den schlechten Boden in Kauf nimmt und so etwas ertragreiche Ernten bekommt.
Alle 3 Methoden müssen aber natürlich immer wieder angewandt werden, damit die Fruchbarkeit nicht wieder abnimmt mit der Zeit. Eine automatische Erneuerung dieser Sachen wäre später natürlich sehr hilfreich.
Last edited by Richard Mut on Tue Jun 09, 2015 8:43 pm, edited 2 times in total.

w30wnz
Posts: 12
Joined: Fri Apr 24, 2015 2:35 am

Thu May 14, 2015 12:13 am

Extremely detailed list, I hope they take the time to read this because you have many great ideas!

User avatar
Butta
Contributor
Posts: 313
Joined: Tue Apr 02, 2013 9:04 pm
Location: Germany

Thu May 14, 2015 12:21 am

What a wall of text.. :D
Sorry for answering in German, but I found it way easier to reply in my native language. WL;DGS at the end. (wrong language; didn't get shit :D )

Ich weiß zwar nicht, inwieweit du die Entwicklung des Spiels verfolgst, aber hier mal ein paar Dinge meiner Seite:
Schusswaffen und Bögen werden nicht Teil des Spiels, Armbrüste schon.

Ich glaube dynamische Städte wurden bestätigt. Auch wird man später seine eigenen Bürger in der Stadt haben.

Diplomatie soll natürlich auch noch ausgebaut werden. Ebenfalls kleinere Quests und ähnliches.

Das begrünen wäre wohl eher sinnlos, weil mit der neuen World Map werden viele neue Biome kommen. Die jetzige Wüste ist mehr oder weniger eher ein Übergang und wird dann Teil der neuen Map.

Ich bin mir ziemlich sicher, dass Sandstürme schon bestätigt wurden. Es wird ja auch ein Wettersystem implementiert, was sicher einiges mit sich bringt.

Es steht noch nicht ganz zu 100% fest, ob Hunger und Durst überhaupt ins Spiel kommen. Nur, wenn es nicht in zu viel Micromanagement ausarten würde. Ich denke aber.. es kommt.

Natürlich wird man später auch selber Sklaven haben können :P Wahrscheinlich kann man sie auch rekrutieren irgendwann.

Reittiere wurden erst abgelehnt, aber in letzter Zeit habe ich ab und an Spekulationen gesehen. Auf jedenfall werden sie die Lasten schleppen können. Arme Schweine :D

Züge und Schienen kommen sicher nicht. Es passt einfach nicht zum Thema des Spiels und ich glaube einen Thread gesehen zu haben, wo es abgelehnt wurde.

Es werden keine Zombies im Spiel selbst vorkommen, aber man kann sie reinmodden.

Tunnel wird es eher nicht geben.. wie gesagt, es bleibt ja nicht nur Wüste mit Bergen.

Allgemein wurde bestätigt, dass es nichts wie Terraforming geben wird.

Ich hoffe ich konnte dich ein wenig aufklären :)

WL;DGS: I basically told him whether some of his ideas are already confirmed/declined and what I think.

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Richard Mut
Posts: 6
Joined: Wed May 13, 2015 9:48 pm

Thu May 14, 2015 8:36 pm

Also ich spiele Kenshi seit Mai 2014 und finde ja schon die Änderungen von dem Zeitpunkt bis jetzt schon echt gut. Wie man bei meinem Nicknamen vielleicht sieht, komme ich auch aus Deutschland :D
Eigene Bürger in der Stadt habe ich bei mir mehr oder weniger rekrutiert und in Gruppen getan, die ich "Arbeiter" genannt habe. Zumindest habe ich so schon dann eine kleine Stadt mit Arbeitern und Wachen, dazu die Gruppen die die anderen Städte besuchen und handeln.

- Das Begrünen der Wüste kam mir die Idee, bevor neue Gebiete oder Vegetationszonen angekündigt wurden. Da dachte ich die ganze Welt bleibt eine einzige Wüste.
Begrünen würde dann eher einen optischen Anreiz bieten, um sich eine Art eigene Oase zu erschaffen, beispielsweise bei seiner eigenen Stadt und da ich auch gerne baue und plane, kann man so auch einen "Park" in der Stadt anlegen, zwar ohne spielerischen Sinn, aber sähe halt nur gut aus.
Man bräuchte ja auch ein Gebäude, eine Art Brunnen mit Graben oder Sprnkleranlage, damit man das begrünen kann.

- Bin ja auch mal gespannt, was man zu der Seilbahn oder den Schiffen/Piraten/Meer sagt.

- Das mit dem Zug und den Schienen denke ich leider auch das es nicht passen würde, außer vielleicht Schienen in einem Bergwerk, in denen dann Erze oder andere Dinge aus dem Berg gehot werden, quasi eine "Super"-Mine die 100 % Ertrag bietet, aber auch sehr viel mehr Baumaterial und Strom kostet, ehe es sich dann rechnet.

- Den Punkt mit den Züchten und Schlachten von Tieren und den weiterverarbeiten von Leder/Wolle und anderen Dingen soll ja glaube ich auch vielleicht mal kommen, zumindest würde das in das Spiel passen finde ich.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

So I play Kenshi since May 2014 and already find the changes of the time until now really good. How at my nickname might see, I come from Germany: D
Private citizens in the city, I have more or less in my recruits and done in groups, which I have called "workers". At least I did so already then attend and act a little town with workers and guards, to the groups that the other cities.

- The greening of the desert I had the idea before new areas or vegetation zones have been announced. I thought the whole world is a single desert.
Would greening rather then provide a visual stimulus to create a kind of own oasis, for example, in his own city, and I also like to build and planning, one can thus also a "Park" in the city to create, without playful sense, but seeing just only good.
You'd need indeed a building, a sort of fountain with digging or Sprnkleranlage, so you can Greening the.

- Am also curious to see what they say to the cable car or the boats / pirate / sea.

- The by train and the rails I think, unfortunately, that would not fit there, except perhaps rails in a mine, where then ores or other things are gehot from the mountain, almost a "Super" -Mine offers the 100% yield but also a lot more construction material and electricity costs before it is then counted.

- The point with the breeding and slaughter of animals and the further processing of leather / wool and other things is supposed I think perhaps coming times, at least would fit into the game in my opinion.

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Chompster
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Location: The Netherlands
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Fri May 15, 2015 1:09 pm

Last official word on boats i remember is that they're most likely not going to be a thing unfortunately.

With any luck hopefully they'll at least be static "buildings" in the water.

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Richard Mut
Posts: 6
Joined: Wed May 13, 2015 9:48 pm

Wed May 20, 2015 12:10 pm

I have more ideas come that I would like to share.

- The idea of ​​the bridge I have read here in the forum but would like to go into the details more. A bridge would logically bridging a valley and
so you can connect eg 2 mountains together.
There are hanging bridges that are quick to build and low in price. Disadvantage is that they are damaged in strong winds and high stress at a time
may be or may even collapse.
A drawbridge is a combination of a normal bridge, but which at one end includes a drawbridge. This drawbridge can by a guard
are automatically opened and closed in case of danger. Such a breakage is therefore useful to a city / castle to reach on a mountain.
The better and more stable version is the stone bridge, this building material costs more and takes longer to complete the construction. Before this bridge is finished,
it passes through 3 stages:
* The construction workers built the first pillar in the low points
* Then, starting and stabilizes the actual bridge with scaffolding
* The framework is broken down and the bridge is completed
But you can also by a bridge from the valley to a mountain a sort of "bridge" building, which acts like a combination of stairs and bridge. (Since
I had to mountains that can not achieve the proposal from the cable car)

- Would it be possible that you can conquer merchant outpost or even entire cities later? A conquered city is then under its own control and
all the buildings and objects are one. The city's population still lives there then, only has to be earned their trust, by
Tasks or by expanding and improving the city.
The dealers and their guards are faced with the choice:
You leave the city, their trading house and its contents will be confiscated, this worsens the relationship with the merchants' guild
You leave the city, but they are compensated for the distribution, the relationship with trade guild is only slightly impaired
You remain in the city, see the players as the new owner of the city and one earns through taxes on each trading activity of dealers,
the relationship with the Commerce Guild remains the same
The former town guards flee the city and seek their own city next to to fetch reinforcements to retake the city. Should
the group have no more city more, the former city guards are homeless and draw like bandits across the country, possibly they try on
weakest secured Lost City to retake. If the last soldier of a group dead, the group is extinguished.

I have listed at the top of the new ideas again.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Mir sind weitere Ideen gekommen die ich gerne mitteilen möchte.

- Die Idee de Brücke habe ich hier im Forum schon gelesen, möchte aber mehr in das Detail gehen. Eine Brücke würde logischerweise ein Tal überbrücken und
so kann man zum Beispiel 2 Berge miteinander verbinden.
Es gibt Hängebrücken, die sind schnell zu bauen und günstig im Preis. Nachteil ist, das sie bei starkem Wind und zu hoher Beanspruchung auf einmal beschädigt
werden kann oder gar einstürzen kann.
Eine Zugbrücke ist eine Kombination einer normalen Brücke, welche aber an einem Ende eine Zugbrücke beinhaltet. Diese Zugbrücke kann von einer Wache
automatisch bei Gefahr geöffnet und geschlossen werden. Solche eine Brüche ist daher sinnvoll um eine Stadt/Burg auf einem berg zu erreichen.
Die bessere und stabile Variante ist die Steinbrücke, diese kostet mehr Baumaterial und nimmt mehr Zeit in Anspruch beim Bau. Ehe diese Brücke fertig ist,
durchschreitet sie 3 Etappen:
* Die Bauarbeiter errichten als erstes die Pfeiler in den tiefen Punkten
* Anschließend wird mit Gerüsten die eigentliche Brücke angefangen und stabilisiert
* Das Gerüst wird abgebaut und die Brücke wird vollendet
Man kann aber auch mit einer Brücke vom Tal zu einem Berg eine Art "Brücke" errichten, welche wie eine Kombiniation von Treppe und Brücke agiert. (Da
hatte ich um Berge die man nicht erreichen kann den Vorschlag der Seilbahn)

- Wäre es möglich, das man später Händler-Außenposten oder sogar ganze Städte erobern kann? Eine eroberte Stadt steht dann unter der eigenen Kontrolle und
alle Gebäude und Gegenstände gehören einem. Die Bevölkerung der Stadt wohnt dann weiterhin dort, nur muss man sich deren Vertrauen erarbeiten, durch
Aufgaben oder indem man die Stadt ausbaut und verbessert.
Die Händler und deren Wachen werden vor die Wahl gestellt:
* Sie verlassen die Stadt, ihr Handelshaus und deren Inhalt wird beschlagnahmt, dies verschlechtert die Beziehung zu der Händlergilde
* Sie verlassen die Stadt, aber man entschädigt sie für das Vertreiben, die Beziehung zur Handelsgilde wird nur leicht verschlechtert
* Sie bleiben weiterhin in der Stadt, erkennen den Spieler als neuen Besitzer der Stadt an und man verdient durch Steuern an jeder Handelstätigkeit der Händler,
die Beziehung zur Handelsgilde bleibt gleich
Die ehemaligen Stadtwachen fliehen aus der Stadt und suchen ihre nächste eigene Stadt auf, um Verstärkung zur Rückeroberung der Stadt zu holen. Sollte
die Fraktion keine weitere Stadt mehr besitzen, sind die ehemaligen Stadtwachen heimatlos und ziehen wie Banditen durch das Land, eventuell versuchen sie die am
schwächsten gesicherte verlorene Stadt zurück zu erobern. Sind die letzten Soldaten einer Fraktion tot, ist die Fraktion ausgelöscht.

Die Neuen Ideen habe ich am Seitenanfang nochmal aufgeführt.

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Wed May 20, 2015 6:04 pm

Richard Mut wrote:
- Because I saw towers AUB images, you can use these to detect bandits, and a ballista plan to ward off just this.
Goals should get their own guards, which would open automatically in an emergency the doors and close. (Like in Stronghold Goals danger automatically and go)
Actually I would be happy with just an alarm that tells me there is something coming. I know the squad tag flashes but that is only when you are already under attack. An alarm and a pop option to jump to the companion that sees the intruders would be very helpful.
- I've also read a proposal to build tents, these would be ideal to have in the wild a kind of bed to recover.
The tent can also build on and back off again and again, so it is unlimited use and you can always take it.
I have seen bed rolls serve this function. Roll one out and you have a temporary bed. One that heals at half the speed of a regular bed, cause we all know how bad it is sleeping on the ground. It would also make it so that you can have more of the nomad life in your game instead of building a fortress.
- Havens are also a good idea, which would drive caravans and bandits often, in order to find water and food in the form of bananas.
Additional random locations would be cool. Like havens, bandit camps, stranded trader caravans ect..., similar to the way the wild animals have random locations now. You can also add clues from wander traders or be sent to a general location by the merchants guild to find a lost shipment. Maybe we need to add shovels to the items list, as tools and weapons.
- Diplomacy can also expand later so that some cities combine to form alliances and possibly wage war against others,
to align themselves with bandits together, you can even form an alliance with alliances, but also by bandits, which which you can help out with a very competitive loot or rushing on opponents.
To curry favor with a faction, you fulfilled tasks, the company handles them, or pay you money.
This already exists but we have little way to effect it. So far the only way I have found was in .64 to get one of the samurai to accidentally hit one of the police and start a war between the united cites and the other samurai.
It would be good if each town had a leader. And you could work at swaying the town to join your faction or fight another or make peace all under one banner. Or bribe your way into the good graces of the faction by paying outrageous sums to the leader of a city.
At least with a leader in each town you would have someplace to work from.
People could get more momentum later in the final game and get the following:
- Hunger, figure must eat when hunger is not satisfied, temporarily thickness is reduced
- Thirst, character needs to drink when thirst is not quenched the stamina is temporarily reduced
- Sleep, figure must sleep, sleep is not covered fall combat values ​​temporarily
-------------------------------------
Food could be prepared in the wilderness over a campfire, can sleep one follows outdoors:
- On the sand, the need for sleep fill slowly
- In the sleeping bag, it fills up fast, the sleeping bag is light and takes up little space in your inventory
- In the tent, it fills the fastest, takes a little weight, average inventory space, as often as you can, and will be built on
Food and water rations will make this game lots more interesting. It will also give you a reason to hunt wild animals and protect an oasis you may find hidden someplace in the mountains where you can get fresh water.
Food and water rations would greatly increase the fun of a nomad life style. In you could build in a mess hall function for those who want to build a city.
It would also give you the option to have characters who don't have enough to eat decided to leave you.

A campfire to cook killed animals and turn them into dried meat rations, or you can cook a variety of meals on the cooking stove along with bread. Find recipes at local taverns.
-------------------------------------------------- --------------------
Slave: (yes that are already in the game, the idea itself I had already uploaded before being a game contents)
I think in the world of Kenshi slaves would well fit in.
Slaves can be bought in the slave market or even catch what, where one takes eg bandits fought and those captured after the victory.

Bandits are generally "outlaws" and can be made into slaves, they can be captured by a self or other groups (maybe the guild the slavers?

These slaves can be working in their own city, but these also need like all food, drink, sleep. They work only half as productive as "normal" citizens of the city, but are also significantly cheaper at getting players.

Slaves can be later released and can become citizens of the city.

One must take care that does not want to flee the slave revolt or a plan, so that the "revolt" bar decreases, they have to be happy and the following things must be met:
- Hunger
- Thirst
- Sleep
- Protection (against animals, bandits, the environment itself)
Is the revolt-bar was full, all slaves whose bar is over a certain limit, to attack the guards or try to escape.

Wearing leg irons, which reduces the movement and on the neck and the arms chains, so that they can not fight. (Indeed, this has been around)
I have more in mind for prisoners. I love their little back talk when you question them. But I look forward to the time when it can be a real conversation.
Slaves will always try to escape. But I would like to be able to question prisoners and get information out of them. Give them a will power stat that is tied to their toughness. Every day in the cage lowers their will power in a negative way. And when it breaks it will either break positively or negatively. You can try and break them quicker with kindness and punishments. But switching between the two will just keep them at status quo. Every day you talk to them and if their will power holds they will back talk you. If not then they will start a conversation which may or may not prove useful.
example:
Feeding a Hungry bandit will break their will power in a positive way. They will tell you about an oasis in the desert, and join your city as a citizen, if given someplace to sleep.
Breaking a Hungry bandit negatively will have them tell you where to find the oasis but there is only a 50% they are telling the truth and they will not tell you unless they are released.
Positively breaking a dust bandit will get you the location of their base where their leader with a bounty on his head is staying with their loot.
Negatively breaking one would get you the same store with a 50% chance that it's an ambush.
Positively breaking a Ninja would get you plans to a secret stash of items\weapons, or a recipe for poison. Negatively doing it would either get you the same result or have them commit seppuku in their cage and earn you a vendetta from all ninja.
Cannibals can teach you to make better rations or send you to where they leave all the items they take from their victims. They may or may not tell you it is guarded by wolves.
Lots of options here.
You can even add in stocks and a rack as buildable prison implements. But if you don't feed and water them every day prisoners can die. and dead prisoners make others more willful.
- I had even proposed to build roads so that people can move faster on this. However, since there are quite a lot of mountains,
Tunnel would of course very useful.

...

- What do you think of the idea that one could build times trains and rails later? This will certainly affect nonsensical at first glance, but desert and trains actually fit well
together (example Wild West).
I'm not into the trains and vehicles, but I would like to be able to purchase one of those pack animals that the traders have. It would require that it be lead by a character, and that if let lose while in combat it would run away and have to be caught. but I should be able to load that thing with packs to carry all the dead dust bandit armor I have to trade.
- If later scheduled times to breed animals that can be used? From which one can obtain meat, leather, wool, eggs, milk and skins?
The leather would have to be made into leather, to drink the wool bales of cloth in the weaving and skins for clothing, milk and eggs to eat in the Tannery.
If it were animals, you would have these also protect (If you do not a wall around the pasture draws), since these may be stolen otherwise ode even killed.
Low on my list. First I would like to see wild vicious 10 foot tall chicken monsters that we can steal eggs from.
- Can optionally be displayed as needed in the game Zombies /? Whether this now with one bite against people infected and others are even a zombie
can, be times undecided.

- When new animals I could imagine sand worms that while continuing to move the sand and jump in the attack from the ground. But you can see a collection, if one
Sandworm moves.
Would a flight animal, a kind Harypie (look like women, claws and wings have) fit into the game?
I guess that would fit some peaceful plants face in the world that you can possibly chase because of the skins, or tusks, teeth, claws.
One option that would be great is check boxes in the setup that allow you to select or deselect the creatures that you want in your game at creation. That way you can have zombies, and bone men and whatever, or you can keep it a human survival setting. I know this is controversial and I have never seen it in a game before. but I think it would be a stand out way to allow everyone to have the feel of the game they want.
- The desert is a great place where you can get lost (with card now and then). Hence the idea that you can build guide, so you do also without a card
can orient quickly.
One thing that I have to say DO NOT CHANGE THE MAP! I am serious. One of the greatest mood setting features in this game is the map. It's wonderful to have to orientate myself to the map and figure out which way I'm facing. IT'S great! It's not hard or difficult but I can't tell you the number of times I have said "Crap! that's the wrong rock." I have to pop open the map and berate myself for being an idiot and figure out where the heck I am again. I love it. Really adds to the feeling that I'm trying to survive wandering the desert.

Thanks for all the great stuff so far.

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Thu May 21, 2015 8:20 pm

I'm liking a lot of the suggestion I see.

Will try my best to respond, but as I'm not fluent in German, I will Capitalize Important Words to assist with translation. :)

Richard Mut wrote: - Because I saw towers AUB images, you can use these to detect bandits, and a ballista plan to ward off just this.
Goals should get their own guards, which would open automatically in an emergency the doors and close. (Like in Stronghold Goals danger automatically and go)
I believe I saw another request post talking about Redoubts and Towers to add to Walls at certain intervals that can also be manned with Guards and build Ballista or Catapults on top. Just like Stronghold. This would be cool to add the Automated Guard Job that you mention a little further down.
Richard Mut wrote:- I've also read a proposal to build tents, these would be ideal to have in the wild a kind of bed to recover.
The tent can also build on and back off again and again, so it is unlimited use and you can always take it.
Tents are an amazing idea to add. They could occupy a part of the Character's Inventory, most likely in a Backpack. Probably Unlimited Use until Weather is added and Tents will Deteriorate with each use, or Deteriorate While Setup, but that is for the future.
Richard Mut wrote:- Havens are also a good idea, which would drive caravans and bandits often, in order to find water and food in the form of bananas.
Definitely like the idea of adding Havens that are dynamically created at the Start of a New Game. Something like Oasis where Trade Caravans Gather and Bandits Attack. Themed Havens for the New Biomes that are coming with the New World Map.
Richard Mut wrote:- How about when looking for ranged weapons (bows, crossbows, firearms) could produce ammunition? Either the Muntion would then be for the respective weapon endlessly, or you provide a certain amount of income for her weapon.
I remember seeing another Request post for Ammunition too. Would be good to add Industry to Craft Ammunition from Raw Materials such as Wood, Iron Ore, and Feathers.
Richard Mut wrote:- Cities could be more dynamic, and develop in greater prosperity continues, the houses are larger, magnificent and the possibilities there dilate. It "sees" the growing wealth by
would be added more decorative elements.
I like this idea too, but I have a few questions/alterations. What Parameters would be used to Measure "Wealth" in an NPC Town? I was thinking this could be combined with the Expanded Economy/Trading system requested further below, and in other request posts. Perhaps there could be another Value that changes according to the Profit Gained and Lost whenever a Trade Caravan or Player Characters Trade with the Town depending on how much Currency is Exchanged minus the Profit Margin. I don't know much Economics, but I'm sure its quite possible to accomplish.
My second thought is, What would happen to Decor when "Wealth" is Lost? Will Decor simply Disappear, or will it degrade to look decrepit and abandoned? Just things to consider if this Request is considered by developers.
Richard Mut wrote:- Diplomacy can also expand later so that some cities combine to form alliances and possibly wage war against others,
to align themselves with bandits together, you can even form an alliance with alliances, but also by bandits, which which you can help out with a very competitive loot or rushing on opponents.
To curry favor with a faction, you fulfilled tasks, the company handles them, or pay you money.
I have also seen other request posts regarding this Expanded Diplomacy. I really like this idea a lot, and I believe it is also on the Roadmap for the future. Not only would it add tremendous gameplay dynamics to have the NPC factions constantly warring and making peace with each other seemingly at random, but it would also be great if the Player could Affect Relations through their Actions. Sure, the Player should be able to participate in Wars between Factions, but it would be even better if the Player were the Instigator for a War, or a Diplomat for Peace, by interacting with specific NPCs of a Faction that would lead up to a Declaration of Peace or War. Something like wearing one Factions' Uniform and Attacking Unprovoked a member of another Faction but letting some members survive to report the attack.
Then, there's the idea of Indirectly affecting Multiple Factions' Relations through actions such as Completing Jobs, Trading, Bribing, and more.
Richard Mut wrote:- How about when you can green the steppe and desert? This would increase the yield on fields, pastures would also yield more revenue. Visually as an irrigation system would be useful for a little paradise you can create yourself.
With the irrigation system could pull even small forests where loggers cut down trees, planting new trees forester. The timber would then cut into planks at the sawmill.
I believe you already discovered that there will be more green in the New Kenshi World in the future, along with brown, orange, black... A lot of new Biomes are being added :)
However, I do like the idea of being able to Irrigate a certain area, perhaps by building a Structure from the Mountains down to the Valleys in order to Raise Fertility or Water Levels. Like an Aqueduct or other Irrigation System. It would also be really cool to be able to grow plants in dynamic locations. For instance, you need a specific Tree from the Swamp in order to make a certain Bow or Structure, but this requires there be a certain Terrain to grow Swamp Trees. Why not Irrigate Snow from Mountains to melt in Temperate Valleys so Swamp Trees can grow?
Richard Mut wrote:- Sandstorms would look very good and also reduce visibility, or sudden rain.
Weather is listed on the Roadmap to be added in the future. It will affect multiple aspects such as visibility, combat stats, ranged combat capability, structure degradation, and other things.
Richard Mut wrote:People could get more momentum later in the final game and get the following:
- Hunger, figure must eat when hunger is not satisfied, temporarily thickness is reduced
- Thirst, character needs to drink when thirst is not quenched the stamina is temporarily reduced
- Sleep, figure must sleep, sleep is not covered fall combat values ​​temporarily

Food could be prepared in the wilderness over a campfire, can sleep one follows outdoors:
- On the sand, the need for sleep fill slowly
- In the sleeping bag, it fills up fast, the sleeping bag is light and takes up little space in your inventory
- In the tent, it fills the fastest, takes a little weight, average inventory space, as often as you can, and will be built on
Survival aspects are also listed on the Roadmap as being added in the future. They will definitely impace a lot of the aspects you have listed here.
Richard Mut wrote:Slave: (yes that are already in the game, the idea itself I had already uploaded before being a game contents)
I think in the world of Kenshi slaves would well fit in.
Slaves can be bought in the slave market or even catch what, where one takes eg bandits fought and those captured after the victory.

Bandits are generally "outlaws" and can be made into slaves, they can be captured by a self or other groups (maybe the guild the slavers?

These slaves can be working in their own city, but these also need like all food, drink, sleep. They work only half as productive as "normal" citizens of the city, but are also significantly cheaper at getting players.

Slaves can be later released and can become citizens of the city.

One must take care that does not want to flee the slave revolt or a plan, so that the "revolt" bar decreases, they have to be happy and the following things must be met:
- Hunger
- Thirst
- Sleep
- Protection (against animals, bandits, the environment itself)
Is the revolt-bar was full, all slaves whose bar is over a certain limit, to attack the guards or try to escape.
Forcing unconscious NPCs to become your slaves sounds like an awesome idea. Could potentially enslave whole factions that way. I also like the addition of Slave Markets in NPC Towns to Buy and Sell Slaves.
Richard Mut wrote:- I had even proposed to build roads so that people can move faster on this. However, since there are quite a lot of mountains,
Tunnel would of course very useful.
Matching are mounts such as horses or camels very low, so that these goods and transport people. Could be bred these animals also, which then wait in the stable to use.
I am fairly certain that Mounts of any kind, such as Horses, Camels, Cars, Trains, etc., are Not going to be added, but I have seen requests for building pathways and roads. Tunnels are a great idea, but I'm not sure how they would allow the Camera to View Inside without removing terrain.
Richard Mut wrote:Later, you could create trade routes, where you can send your own caravans, but may also be supplied from NPC vendors. I thought you would like this:
- Shopping, one example buys Bread automatically until a certain amount is reached
- Sale, one example sold Water is only achieved to a certain amount in stock

- I suggested times when you maybe can create automated trading routes that you can protect them with castles / forts. Since indeed now more walls
and other things are available, such as the ballista, I could well imagine that you can build towers, where you can also place a ballista.
As some mountains are inaccessible, but you can climb apparently later I would suggest that one could build a cable car in the valley and on the mountain,
so you get people and materials up the mountain. The material to build the cable car station on the mountain course, would the people who climb
take.
Creating Trade Routes sounds like a fantastic idea. There used to be NPC Trade Caravans that would visit your Shop Counters and Buy Goods at pre-determined prices, but it would be amazing if Player Characters could be assigned Automatic Trading Jobs and follow Player-Established Trade Routes in order to Buy/Sell Player-Established Goods. All of these ideas remind me of 1701 A.D. where the player would create the Trade Route, Assign Goods to Buy/Sell, and then Add Ships to Work these Trade Routes. The Pathways and Roads request above would work well for this. It would also be great to build Defensive Structures along Trade Routes to protect Trade Caravans. These Defensive Structures could also serve as Havens where Trade Caravans would gather to Resupply and Rest, and Bandits will Attack to try and Occupy this Defensive Structure for their own nefarious deeds.
Richard Mut wrote:- What do you think of the idea that one could build times trains and rails later? This will certainly affect nonsensical at first glance, but desert and trains actually fit well
together (example Wild West).
Meaning of the train would be natural that one person but also goods for traders with a trading route can bring fast from town to town. While on kürzeeren routes are
Pack animals better, but over long distances is a train at an advantage once you get everything built so far as (incentive every town on the rail to tie).
The idea I came by train because of the building materials manufacturers, which already looks like an old broken train. The train is powered with either
Power, which one provides along the way with cables, or with water and coal or another fuel.
I am fairly certain there will Not be Mounts of any kind, just Pack Animals. I do hope it would be possible to add Minecarts and other Player-Created Constructs that Player Characters can Push/Pull in order to Transport more Goods at one time than just within a Backpack or Inventory.
Richard Mut wrote:- I leave in the forums, which some want a black market, that would be a good new place where you can always go to action, even if you look
lies with the trade guild in dispute. In addition, if you want to be Bandig, one must sell its goods irgendwoe and can recruit new people there.
A Black Market Structure, or Gathering, would be a great place for Bandits to Gather and Trade Stolen Goods, or the Player can Fence Stolen Goods here. It would also be great to Obtain Rumors, Hire Thugs, or even Start Fights with NPCs, like a form of Sparring.
Richard Mut wrote:- If later scheduled times to breed animals that can be used? From which one can obtain meat, leather, wool, eggs, milk and skins?
The leather would have to be made into leather, to drink the wool bales of cloth in the weaving and skins for clothing, milk and eggs to eat in the Tannery.
If it were animals, you would have these also protect (If you do not a wall around the pasture draws), since these may be stolen otherwise ode even killed.
Breeding Animals is a must-have for Kenshi. It makes sense to be able to Domesticate Animals in order to obtain their Wool, Milk, Leather, Meat, and Bone, and they can be used as Pack Animals or Trade Caravans.
Richard Mut wrote:- Can optionally be displayed as needed in the game Zombies /? Whether this now with one bite against people infected and others are even a zombie
can, be times undecided.
This has the potential to open a whole new can of worms for Kenshi, the idea of Plagues, Viruses, and other forms of Communicable Diseases. These can affect so many different aspects of the game, but I believe this will not be considered until Survival aspects are added.
Richard Mut wrote:- When new animals I could imagine sand worms that while continuing to move the sand and jump in the attack from the ground. But you can see a collection, if one
Sandworm moves.
Would a flight animal, a kind Harypie (look like women, claws and wings have) fit into the game?
I guess that would fit some peaceful plants face in the world that you can possibly chase because of the skins, or tusks, teeth, claws.
More variety in Predators is likely something that will continue as the game continues to grow, but I have to admit it would be very interesting to have to fight Flying Predators with Ranged Weapons. It would make having proficiency in Ranged Weapons a Requirement in order to survive in Biomes that have Flying Predators.
Richard Mut wrote:- A further beverage may be beer, which would be produced from hops and water. Thus, one would have liquor and beer as an alcoholic drink,
Water and milk as normal. Theoretically, one could also grow fruit trees, from whose fruit can burn schnapps / fruit brandy. The fruit may naturally
be eaten normally. Wine from fruit would also be conceivable (cider).
I am fairly certain that are other requests posts for more variety in Crops, Trade Goods, Alcohol, and other Items, which in turn would add more Industry and Structures to support these new Industry. The more to do in Kenshi, the better.
Richard Mut wrote:- The desert is a great place where you can get lost (with card now and then). Hence the idea that you can build guide, so you do also without a card
can orient quickly.
I like the current map as it is, but I have to admit that it can be vastly improved. Personally, it looks too modern, or too digital, for the artistic theme behind Kenshi. I also would not mind there being a Toggle for the Player's Current Location at the Start of a New Game to Turn Off that Blue Arrow. It would make Land Navigation that much Harder, and I like having plenty of challenges to overcome, no matter how small. It would also be great to be able to build small Signs throughout the landscape to assist with those that would like the Blue Arrow to be off. These Signs could also assist Trade Caravans to locate your base, rather than having them magically know where your base is located.
Richard Mut wrote:- What do you think of the idea, provided that there is a sea time that you placed on the card edge Islands? This would offer new places, possibly mineral resources it only there to
are found.
In order to get to the island you lease a boat / ship or self-build in the yard.
Since the water live fish, you can also build fishing boats / buy, so you can sell fresh fish.
But what would a sea without a fight? Pirates do there rich booty and enslave the people who take them prisoner.
The sea is also no pirates a dangerous place because storms can be absorbed and may slow or even damage the ships.
On the beaches you will encounter sea gulls, can see shells, so it looks nice.
I really like the idea of adding Islands around the mainland, but I have to say again that its pretty unlikely we'll see Boats since they are practically Mounts on the water. It would be fantastic to add Ship-to-Ship combat, as that was a pretty sizeable part of warfare over 2000 years ago, regardless of Kenshi's relation to our universe's history.
Richard Mut wrote:- The idea of ​​the bridge I have read here in the forum but would like to go into the details more. A bridge would logically bridging a valley and
so you can connect eg 2 mountains together.
There are hanging bridges that are quick to build and low in price. Disadvantage is that they are damaged in strong winds and high stress at a time
may be or may even collapse.
A drawbridge is a combination of a normal bridge, but which at one end includes a drawbridge. This drawbridge can by a guard
are automatically opened and closed in case of danger. Such a breakage is therefore useful to a city / castle to reach on a mountain.
The better and more stable version is the stone bridge, this building material costs more and takes longer to complete the construction. Before this bridge is finished,
it passes through 3 stages:
* The construction workers built the first pillar in the low points
* Then, starting and stabilizes the actual bridge with scaffolding
* The framework is broken down and the bridge is completed
But you can also by a bridge from the valley to a mountain a sort of "bridge" building, which acts like a combination of stairs and bridge. (Since
I had to mountains that can not achieve the proposal from the cable car)
I remember reading a post about constructing bridges in the same manner as walls, allowing them to connect to any part of the mesh, which will allow bridges to be constructed between buildings, towers, or mountains. I also like the idea of Tiered Construction since it more realistically represents the actual construction required to build certain structures. This could also lead up to eventually having a Variety of Building Materials rather than having a single, abstract Item called Building Materials.
Richard Mut wrote:- Would it be possible that you can conquer merchant outpost or even entire cities later? A conquered city is then under its own control and
all the buildings and objects are one. The city's population still lives there then, only has to be earned their trust, by
Tasks or by expanding and improving the city.
The dealers and their guards are faced with the choice:
You leave the city, their trading house and its contents will be confiscated, this worsens the relationship with the merchants' guild
You leave the city, but they are compensated for the distribution, the relationship with trade guild is only slightly impaired
You remain in the city, see the players as the new owner of the city and one earns through taxes on each trading activity of dealers,
the relationship with the Commerce Guild remains the same
The former town guards flee the city and seek their own city next to to fetch reinforcements to retake the city. Should
the group have no more city more, the former city guards are homeless and draw like bandits across the country, possibly they try on
weakest secured Lost City to retake. If the last soldier of a group dead, the group is extinguished.
I believe it will be possible to conquer Cities and Outposts in the future. It would be really cool to be able to establish yourself as the new Faction Owner of an NPC Town as there are plans to have NPC Towns be created dynamically during gameplay at locations that were previously empty.

User avatar
Richard Mut
Posts: 6
Joined: Wed May 13, 2015 9:48 pm

Sat May 23, 2015 9:37 pm

Richard Mut wrote:- I've also read a proposal to build tents, these would be ideal to have in the wild a kind of bed to recover.
The tent can also build on and back off again and again, so it is unlimited use and you can always take it.
Tents are an amazing idea to add. They could occupy a part of the Character's Inventory, most likely in a Backpack. Probably Unlimited Use until Weather is added and Tents will Deteriorate with each use, or Deteriorate While Setup, but that is for the future.
Tents would also fit well into an oasis, generally a tent would of course provide more recovery / healing than when the person is sleeping on the sand or
in a sleeping bag.
Tents and sleeping Äche course you can make or purchase of materials themselves.

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Richard Mut wrote:- Havens are also a good idea, which would drive caravans and bandits often, in order to find water and food in the form of bananas.
Definitely like the idea of adding Havens that are dynamically created at the Start of a New Game. Something like Oasis where Trade Caravans Gather and Bandits Attack. Themed Havens for the New Biomes that are coming with the New World Map.
Oases were hotly contested, whether bandits want to use it, the dealer, or an army of a political group. With an irrigation system could
perhaps even expand the oasis, so the more water becomes available and more trees grow fruit.
The oasis must of course first be found if you pay for the location of the oasis with an informant, or to torture / blackmailing someone, even
goes in search.

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Richard Mut wrote:- Cities could be more dynamic, and develop in greater prosperity continues, the houses are larger, magnificent and the possibilities there dilate. It "sees" the growing wealth by
would be added more decorative elements.

Code: Select all

I like this idea too, but I have a few questions/alterations. What Parameters would be used to Measure "Wealth" in an NPC Town? I was thinking this could be combined with the Expanded Economy/Trading system requested further below, and in other request posts. Perhaps there could be another Value that changes according to the Profit Gained and Lost whenever a Trade Caravan or Player Characters Trade with the Town depending on how much Currency is Exchanged minus the Profit Margin. I don't know much Economics, but I'm sure its quite possible to accomplish.
My second thought is, What would happen to Decor when "Wealth" is Lost? Will Decor simply Disappear, or will it degrade to look decrepit and abandoned? Just things to consider if this Request is considered by developers.
The prosperity of the city could be calculated from the product offer, the population, the state of the building, the size of the guard Stach,
the variety of bars and hotels (including brothels?) for relaxation.
Whether it is possible or not I do not know, maybe the prosperity can then also have to do with whether the civilians in the city and a crafts
investigate whether they bake bread (which you sold them the flour) or they work in the pub, or even in a doctor's office.
If there are times religion, a church can foster prosperity and also enter the human work, there are many opportunities for itself.

For comparison a quite live interred and comprehensible city I always ask myself "Khorinis" from the game "Gothic 2" before, in which it craftsmen,
Workers, traders, day laborers and other residents going about their daily routines that. Because there the war with the orcs, the nearby farms
brought in turmoil, they have not sold their goods to the city -> food is scarce -> Prosperity decreases (To get back on the topic)
also came because factors such as the absence of trading on seaport -> Export Less - decreases> prosperity.

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Richard Mut wrote:- Diplomacy can also expand later so that some cities combine to form alliances and possibly wage war against others,
to align themselves with bandits together, you can even form an alliance with alliances, but also by bandits, which which you can help out with a very competitive loot or rushing on opponents.
To curry favor with a faction, you fulfilled tasks, the company handles them, or pay you money.
I have also seen other request posts regarding this Expanded Diplomacy. I really like this idea a lot, and I believe it is also on the Roadmap for the future. Not only would it add tremendous gameplay dynamics to have the NPC factions constantly warring and making peace with each other seemingly at random, but it would also be great if the Player could Affect Relations through their Actions. Sure, the Player should be able to participate in Wars between Factions, but it would be even better if the Player were the Instigator for a War, or a Diplomat for Peace, by interacting with specific NPCs of a Faction that would lead up to a Declaration of Peace or War. Something like wearing one Factions' Uniform and Attacking Unprovoked a member of another Faction but letting some members survive to report the attack.
Then, there's the idea of Indirectly affecting Multiple Factions' Relations through actions such as Completing Jobs, Trading, Bribing, and more.
I've been thinking, that can also be affected by trade diplomacy. If I with the Samurai Group brisk trade exaggerating for example,
I climb into their reputation. This maybe bribery and solve problems.
As soon as one but with 2 fractions has good reputation, but are in preparation for war, one can exploit the:
- Either you want and trying both sides through diplomatic channels about the war from keeping peace
- Or one then turns to one side, and fought with the other group the other.
- It helps only one faction to victory, so they can be a short time later even miss the coup de grace (as they already by the war
have been weakened).
- Or one remains deeply two factions since the war more armaments and food needed, increases the demand here, so you can
vekaufen more and at a self-determined price / the price rises by itself.
Here it may happen that require both factions but after a time, to operate with the other faction no trade more, so that you look
has to decide which faction you still at war wants to supply with goods. (It is in this option only and does not fight with yourself).

In good relationships can get better at a fraction tasks, better prices, in their cities in order to build there too licenses houses.
When the relationship falls, it can change prices, let a nothing around in the city, or block their own trade routes, including the one also an oasis
they possess no longer can be used.
It would also be conceivable that they impose a trade embargo on the player, so that you can not buy or sell, but you are not their enemy.

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Richard Mut wrote:- How about when you can green the steppe and desert? This would increase the yield on fields, pastures would also yield more revenue. Visually as an irrigation system would be useful for a little paradise you can create yourself.
With the irrigation system could pull even small forests where loggers cut down trees, planting new trees forester. The timber would then cut into planks at the sawmill.
I believe you already discovered that there will be more green in the New Kenshi World in the future, along with brown, orange, black... A lot of new Biomes are being added :)
However, I do like the idea of being able to Irrigate a certain area, perhaps by building a Structure from the Mountains down to the Valleys in order to Raise Fertility or Water Levels. Like an Aqueduct or other Irrigation System. It would also be really cool to be able to grow plants in dynamic locations. For instance, you need a specific Tree from the Swamp in order to make a certain Bow or Structure, but this requires there be a certain Terrain to grow Swamp Trees. Why not Irrigate Snow from Mountains to melt in Temperate Valleys so Swamp Trees can grow?
Watering would serve more of the optics, the new areas will come with other vegetation I have seen.
But to conduct the proposed meltwater from the mountains in a valley is not bad, also can tap into as a source in a mountain,
this conduct as described by Aqueduct in a Resevoir, which you can then use to have water in an area where, according to search very little water
can be found.
Usually the water is indeed in the valley, so you can have water but on a mountain, what a castle on the mountain that wants to be independent of outside (fountain and arable)
is a great thing.
Increase the water level does not sound bad, so you can also create their own artificial lake with the aqueduct, or a self-
scale flow.
This possibility also has its own oasis would imagine, because if you can bring the water at any point (with a lot of effort in terms of
Construction of aqueducts and Resevoirs), you can also make the soil fertile and plant trees, or other plants. (Which in turn herbivorous
Animals attracts)

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Richard Mut wrote:- I had even proposed to build roads so that people can move faster on this. However, since there are quite a lot of mountains,
Tunnel would of course very useful.
Matching are mounts such as horses or camels very low, so that these goods and transport people. Could be bred these animals also, which then wait in the stable to use.
I am fairly certain that Mounts of any kind, such as Horses, Camels, Cars, Trains, etc., are Not going to be added, but I have seen requests for building pathways and roads. Tunnels are a great idea, but I'm not sure how they would allow the Camera to View Inside without removing terrain.
The one train would not come, I was unfortunately somehow clear. Where equestrian animals would also be appealing.
In the tunnel, the camera view would certainly be difficult to adjust, of course, ways would shorten, but since I have made the proposals of the various bridges, or the cable car to a
inaccessible mountain to come (Burgenbau on the top of a mountain, great views, protecting trade routes, is virtually impregnable castle on the mountain, to a drawbridge)

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Richard Mut wrote:Later, you could create trade routes, where you can send your own caravans, but may also be supplied from NPC vendors. I thought you would like this:
- Shopping, one example buys Bread automatically until a certain amount is reached
- Sale, one example sold Water is only achieved to a certain amount in stock

- I suggested times when you maybe can create automated trading routes that you can protect them with castles / forts. Since indeed now more walls
and other things are available, such as the ballista, I could well imagine that you can build towers, where you can also place a ballista.
As some mountains are inaccessible, but you can climb apparently later I would suggest that one could build a cable car in the valley and on the mountain,
so you get people and materials up the mountain. The material to build the cable car station on the mountain course, would the people who climb
take.
Creating Trade Routes sounds like a fantastic idea. There used to be NPC Trade Caravans that would visit your Shop Counters and Buy Goods at pre-determined prices, but it would be amazing if Player Characters could be assigned Automatic Trading Jobs and follow Player-Established Trade Routes in order to Buy/Sell Player-Established Goods. All of these ideas remind me of 1701 A.D. where the player would create the Trade Route, Assign Goods to Buy/Sell, and then Add Ships to Work these Trade Routes. The Pathways and Roads request above would work well for this. It would also be great to build Defensive Structures along Trade Routes to protect Trade Caravans. These Defensive Structures could also serve as Havens where Trade Caravans would gather to Resupply and Rest, and Bandits will Attack to try and Occupy this Defensive Structure for their own nefarious deeds.
The trade routes could be designed in such a way as in 1602 and Anno other parts, to buy into the one city what, and sells it in the other city, that automatically.
The only question is whether the caravan again supplied in an attack even with medicine and supplies their wounds, recovers.
Likewise, if you can determine the trade directly, or the caravan looking for the best route to the destination itself. It would be helpful here, that you can leave on the world map to show the trade routes and
this also so lets see in the game.
So you can trade route times even run long and see where a castle would be best to build in order to protect the route, or where an oasis is. Likewise, you can then a road along the trade route
build, or a tunnel / bridge.
The trade caravans report on their arrival in the city whenever they have discovered something important on the way (new places, bandit raids, bandits routes, location of a struggle, which groups they
have seen go.

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Richard Mut wrote:- The desert is a great place where you can get lost (with card now and then). Hence the idea that you can build guide, so you do also without a card
can orient quickly.
I like the current map as it is, but I have to admit that it can be vastly improved. Personally, it looks too modern, or too digital, for the artistic theme behind Kenshi. I also would not mind there being a Toggle for the Player's Current Location at the Start of a New Game to Turn Off that Blue Arrow. It would make Land Navigation that much Harder, and I like having plenty of challenges to overcome, no matter how small. It would also be great to be able to build small Signs throughout the landscape to assist with those that would like the Blue Arrow to be off. These Signs could also assist Trade Caravans to locate your base, rather than having them magically know where your base is located.
Signpost / shields would also fit well, so that you can see the sign in which direction then a specific city is, of course, you have to first to build enough signs so that they lead the way.
This is the same principle as in the game "Cultures", because you can also build signposts thus know where to find what the Vikings.

User avatar
Richard Mut
Posts: 6
Joined: Wed May 13, 2015 9:48 pm

Tue Jun 09, 2015 8:44 pm

I've been thinking about how and whether we can improve the soil for fields, so to increase fertility.
The following should be occurred to me since:
- I suggested times irrigation systems prior to the general desert to green if you will, in that case one would improve fertility. Whether the water is now connected to an aqueduct in a Resevoir,
or a fountain is sufficient remains to be seen.
- Can fertilize the fields also improve, which you have to buy the fertilizer only or even just "produce" must
- Plowing with a workhorse (perhaps the animal which traders use) loosens the soil and increases thus the fertility

Each of the 3 methods increased each by 10 points fertility, so you can win a total of 30 points to. This is interesting when you have soil that has only 10 fertility and one so at least
can drive average harvests. One can argue why ever want to invest in someone Fields Country with 10 fertility, but is always up to you, the situation itself may
be so good, you take the bad soil in buying and something gets yield harvests.
All 3 methods but of course must always be applied, so that fertility does not decrease again over time. An automatic renewal of these things would later course very helpful.

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Ich habe darüber nachgedacht wie und ob man den Ackerboden für die Felder verbessern kann, also die Fruchtbarkeit zu erhöhen.
Folgende Dinge sind mir da eingefallen:
- Ich schlug mal Bewässerungssysteme vor um die wüste generell zu begrünen wenn man will, in dem Fall würde man die Fruchtbarkeit verbessern. Ob das Wasser nun mit einem Aquädukt an ein Resevoir verbunden ist,
oder ein Brunnen reicht sei dahin gestellt.
- Düngen kann das Feld ebenfalls verbessern, wobei man den Dünger erst kaufen muss oder eben selbst "herstellen" muss
- Pflügen mit einem Arbeitstier (vielleicht das Tier was die Händler nutzen) lockert den Boden und steigert damit auch die Fruchbarkeit

Jedes der 3 Methoden erhöht je um 10 Punkte die Fruchtbarkeit, also kann man ingesamt 30 Punkte dazu gewinnen. Das ist auch interessant wenn man Boden hat der nur 10 Fruchbarkeit hat und man so zumindest
durchschnittliche Ernten einfahren kann. Man kann sich streiten warum überhaupt jemand Felder bei Land mit 10 Fruchtbarkeit anlegen will, aber ist ja immer jedem selbst überlassen, die Lage selbst mag
so gut sein, das man den schlechten Boden in Kauf nimmt und so etwas ertragreiche Ernten bekommt.
Alle 3 Methoden müssen aber natürlich immer wieder angewandt werden, damit die Fruchbarkeit nicht wieder abnimmt mit der Zeit. Eine automatische Erneuerung dieser Sachen wäre später natürlich sehr hilfreich.

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