Original Post — Direct link

There is already an excellent suggestion list here: [Suggestions] ~ Some small and not small things that could improve the game | Ubisoft Forums

This is more of a middle-ground suggestion for a development tweak that could change gameplay significantly, but doesn't require massive new game mechanics, entirely new regions, new product chains, or asset classes.

Items – the under-appreciated game mechanic

What’s currently great about Items:

  • Items can be used to add a massive amount of personality and customization to assets that are essentially all the same.
  • Items can provide a whole separate set of incentives to engage in other gameplay mechanics like expeditions, crafting, research etc.


What’s currently not that great about Items:

  • Item slots are limited to ships, a small number of public buildings, and, exhibits. All of these assets with items slots have an influence point cost. This means the total number of slots available at a given time is restricted by both scarcity and cost.
  • Most items are acquired through a chance mechanic of some sort, with the more useful items generally being rarer. This means you end up with a lot of items you don’t want, these items become a recycling burden rather than a bonus.
  • Over a long game, rarer but more useful items get retained which eventually leads to item conformity not novelty. E.g. Vice-Admiral Adams might be rare, but play long enough and you can have a fleet of Vice-Admiral Adams clone on every ship.
  • Item slots are divided based on destination, rather than item type which leads to weird outcomes. E.g. you can make a bag of fertilizer your local trade union rep, while the council members of the Town Hall can consist of a poster, a note from the queen, and an Actor making the Theatre down the road more appealing… from the Town Hall…
  • Acquisition of items from the Research Institute nerfs items acquired via expedition.


Items aren't really broken, but they are a bit of a missed opportunity to add a lot more personality to a game.

This is a bit of a long list of suggested tweaks since items are already an embedded game mechanic, so I'm going to break it up across multiple posts. For the tldr-inclined, it can be summarised here:

Item Fix 1: Add item slots to public buildings
Item Fix 2: Add item slots to production buildings
Item Fix 3: Add item slots to harbour buildings
Item Fix 4: Add item slots to arctic buildings
Item Fix 5: Add item slots to the Museum, Botanic Gardens, Zoo and Research Institute
Item Fix 6: Group items by item type, rather than where they are used
Item Fix 7: Add novelty with more distinct person items, but with the same bonus
Item Fix 8: Make person items mortal, make equipment break
Item Fix 9: Narrow the scope of the Research Institute
Item Fix 10: Make Expeditions worthwhile again
Item Fix 11: Enable custom names for buildings
What is potentially bad about overhauling items in this way?

over 2 years ago - Ubi-Thorlof - Direct link

Hey Queglar - first of all: Thank you for this incredibly detailed and thought-out feedback.

There's no doubt that improvements could be made to the current system by addressing some of the points you made like providing more options where and how to use items in the game (your first 6 points).
Especially now, in its fourth Season, some systems are not working in the same way anymore - from a Design perspective - to how they did on release and without all the DLC. You for example mentioned the expeditions, which lose usefulness when the "Land of Lions" DLC with the Research Institute is activated. Without that DLC, however, they're still a big source for items (also in early game) and then lose relevance in late-game. That is okay, generally, not all systems have to have the same impact early on as they have after 60h or more of playtime.

While the topic of items will have to be discussed again for any potential future project (where feedback like yours would certainly play a role), we're currently not planning to overhaul the existing system in such a major way for our live game. Various systems and mechanics are designed with the current functionality in mind and reworking, rebalancing and finally testing all this would be a major effort and most likely come with a lot of risks to break existing systems.
It's easier to rework a system like this before release, mid-development, than to do it when the game is out and people depend on changes not destroying savegames and generally updates being savegame-compatible.

As with all things, another factor is available time and resources. So, on top of potential risks and technical feasibility, we always have to prioritize tasks for the individual teams: There has to be enough time for the features of each individual DLC but also some quality of life improvements as well as bug fixes.

So, to conclude: Some great thoughts on providing even more options to tweak productions (though, I believe items "breaking" would add an unnecessary amount of micro-management) which are worth revisiting for any future project that involves such a system. But for now, in post-launch, such a rework is rather high effort and currently not planned.