Original Post — Direct link

With Ubisoft aiming for another anno title after the current season, what are you `Quality of Life` things, you would still like in the game. Try to stay away from mega features (i.e. the forever `land combat` of `Eastern DLC`, or my own wish to `load ships series on docks`). Also, try go give some context what you expect of the feature. Also please consider the learning curve of the game, in stead of only end game content. My suggestions:

  • Enable the `Peace Timer` on storyline handovers of islands
    • Now, on handover of a storyline island, there is no peace timer set on it and be attacked immediately. In the New World and Enbesa you cannot build guns however on settling.
  • Defeat reason on `End Screen`, which would help new people learn from their mistake such as:
    • Bankruptcy
      • Because of passive trade
      • Because of negative income
    • Lost storyline island
      • Ditchwater
      • Prosperity
      • La Isla
  • Liquidity graph, with a delta listed
    • This would help a lot of new people struggling with liquidity and bankruptcy, because you see passive trade hikes, next to the income ticker (which is a bad liquidity indicator, especially since it is not a rolling average).
  • `Consumption` tab in Statistics
    • See where a product is consumed in your empire.
      • Easy to downscale islands with lots of production chains
      • Big wish in the min-max community
  • Make it possible to set "accept no visitors" on a public mooring.
  • Add an option in statistics to disable "communication" needs in `population tab`.
    • The mail is system is commonly regarded as a rushed implementation and experienced as hard to manage. I.e., it should be range based in stead of radius based or should allow overlap, also you cannot set a minimum stock on source islands, creating wildly fluctuating population and income levels, very unreliable to build a game upon. When supplying skyscrapers with overseas email, especially on high upkeep costs, you can shoot in deep red very easily.
  • Do not show a "Contract Warning" on docklands offers that are maxed out on deliveries, it does not offer any insight for managing your contracts.
  • Allow dragging / dropping around contract cards in Docklands, so you can switch the layout, without needing to switch several products on each card.
    • Secondary this would keep the trade history intact.
  • Add regional tabs like in the Trade Route menu to other menu's
    • Charter routes
    • Trading post
    • Warehouse
    • Production (statistics)
    • Storage (statistics)
  • Add regional smart filters for regions from Warehouses in `Trade Route` selection menu
    • When adding an island in the New World, Artic or Enbesa, the smart filter used in Trade Route menu should behave like the smart filter on the island.
  • Connect the peace timer to the island and no the `Trading Post`
    • In Expert Mode, you cannot move a Trading post, but an island can be settled after removal of the Trade Post, since the peace timer is connected to the `Trading Post`

Edit to add:

  • "Return to last task" button on a ship: so a ship can return to a follow order or a patrol pattern.
External link →
about 1 year ago - /u/Ubi-Thorlof - Direct link

Hey all, many cool suggestions/wishes - some very specific to certain playstyles or situations, others with more general impact.

From what I've seen when scrolling through this thread, some points we already have on our list for the upcoming update, but there are also others where we can already and definitively say "no" to, for different reasons: Some would have a significant impact on performance (i.e. technical impact), others would require reworks or changes of systems that we don't want to touch anymore this late in development (i.e. effort and risk) and others are simply requiring too much effort (i.e. work hours) or at least too much effort for what we perceive as little gain or very specialized requests.

One can always do more of course: More production chains, more regions, more QoL features etc. etc. since both you and us have always more ideas. And that's great, it shows that it's almost impossible to do a perfect game even after already a lot to it - and also shows how much passion and enjoyment the game creates and provides.

Long post only to say "sorry we're no doing X", but I hope this way you understand when certain things won't make the cut, for example: a consumption tab (and generally changes/additions to the statistics) a map/scenario editor, a notepad function, a story around the castle on Crown Falls and several more points.

There are, unfortunately, only so many hours in a single day and only so many days until we have to say: okay, that's it, let's start the validation of the update and get it ready for release.

about 1 year ago - /u/Ubi-Thorlof - Direct link

Originally posted by synchronoss

The L key doesn't remove the popups for the produced goods, it only removes the status icons of buildings (and mine slots, etc.). The +1 popups can be removed by checking the (confusingly named) option "Hide Transport Cart Icons" in the Gameplay tab of the options.

Good note on the "confusingly named" bit, by the way, we'll try to get that changed for the update.