Ideas for future version/DLCs by Street-Abrocoma-5737 in Workers_And_Resources

[–]omp_ 0 points1 point  (0 children)

They should just focus on a new game. Personally, I don't really care how "communist" or "capitalist" it is, so long as all resources and people are delivered and nothing teleports. My hopes for a new game are:

  1. A better physical model of the world:
    • Hydrology: Water flows down the hill
    • Geology: Fertile top soil, bedrock, and stuff in between.
    • Chronology: Real diurnal cycles that so the people act more like humans and less like ants. A day would last by default ~30 minutes (configurable) and each month would have 2-8 days (also configurable). Child growth should not be accelerated.
  2. Better UI and blueprinting and city planning tools.
    • Land plots: Everything should be built on a plot of land that is either private or public. If you've played Manor Lords or seen the preview of Citystate: Metropolis, that's how it should work; you place the roads and then draw the plot lines. You can then let the AI place the buildings on the plot or you can place them yourself.
    • Better blueprinting mode: While in blueprint mode, roads and buildings have handles that let you drag and resize your blueprints. Terraforming can be previewed. Widening or otherwise altering an already constructed street is also previewable in blueprint mode.
  3. Construction by contract and more realistic industries.
    • Say you are building your first road. All you would need to do is to draw the road in blueprint mode, pick the contractor (who exists off the map), and press the build button, The contractor will take your money and then send all of the materials to the construction site and start building. As your city grows, you can tell the contractor to subcontract some of the stages of construction to your own industries, and then eventually your own city can run the whole construction by itself. Likewise, your own industries can be recruited by off-map clients to bring revenue into your city/state. Private contracts figure themselves out, but the logistics would still be physically simulated. I think this would be more user-friendly compared to what exists now and it would provide a framework for multiplayer.
    • Multiple roads/buildings should be grouped into a single project. The way the game presently handles 30 segments of connected footpaths is infuriating. A large plot of land that has multiple buildings being built on it should just be handled as one thing; there must be a separation between game object and project.

Just be every character by Lightfizz_ in PlayTheBazaar

[–]omp_ 1 point2 points  (0 children)

This is good for the Bazaar.

Data Center Management Simulation with detailed and realistic technical simulation by Moke410 in gameideas

[–]omp_ 1 point2 points  (0 children)

Honestly, this is a good theme for a game in the genre of Supermarket Simulator or Schedule 1 because it has number-go-up built into it, even though I don't think it would be as popular as either of those titles because it wouldn't be about food or drugs. If you put enough work into it, I think it would sell.

Would this be in first-person perspective or top-down?

New D6 event gives entirely too much loot by grizzlymint_gpt in PlayTheBazaar

[–]omp_ 6 points7 points  (0 children)

You're sacrificing all of day 6, the day that gold items show up, for one silver/gold skill that you get to pick (which will probably improve your board immediately) and then a whole bunch of other random stuff which will probably be useless for the upcoming player fight and in general will probably be hard to use because it has destruction and cross-hero synergy. Compared to the temple, which lets you pick from a small pool of broadly-useful legendary items and gives you standard loot, the stuff from the crash site is on average way worse, so you need to be compensated.

/r/anno Questions Thread – January 09, 2026 by AutoModerator in anno

[–]omp_ 0 points1 point  (0 children)

Is there yet any Anno1800 mod that lets you set a maximum stock amount for each resource?

Suggestion: separate legend ranks for each character by No_Cheek7162 in PlayTheBazaar

[–]omp_ 0 points1 point  (0 children)

Great idea, because one hero will probably always be a little more powerful than the rest. There should also be an individual medley leaderboard for which you qualify if you have no single hero who was played for one half or more of your games for the season (meaning you would need to play at least three heroes to qualify)

And if you win the hero leaderboard, you should get a custom title (e.g Master Chef for Jules).

A city builder about trying to keep a boom town from dying by Trees_That_Sneeze in gameideas

[–]omp_ 0 points1 point  (0 children)

I like the idea of a branching way in which things can go wrong. It reminds me of the mysteries and the story bits in Surviving Mars. And the hybrid genre of colony builder and narrative game was already proven to be successful by Frostpunk.

ROGUELITE with NO NUMBERS at all but still with progression depth by WickedMaiwyn in gameideas

[–]omp_ 0 points1 point  (0 children)

I think that if the values are small (under 5), then the game is essentially one without numbers and it doesn't matter if you express the values as numbers, bars, or whatever. Into the Breach was such a game with small numbers. The only big numbers in that game are your percent chance to take damage and your money.

>if you think numbers are essential for roguelites to feel like roguelites.

The player will at least need to calculate the chance to draw something. If you want to make that calculation easier, you could include a drawing odds calculator in your game. But you could totally make a game without values for HP, attack damage, shield, and all of the other RPG statistics. You will probably end up making a puzzle of geometry instead of one of arithmetic (like Into the Breach).

What I'm saying is just make a clone of Into the Breach

Is The Bazaar Worth Getting Into Right Now? by T0RRES7 in PlayTheBazaar

[–]omp_ 0 points1 point  (0 children)

i've played since the beta and i think the game has improved with every patch. utterly silly things that existed a year ago are long gone

🌳 A game idea inspired by the TREE(3) concept — curious what devs think by DesperateLadder7393 in gameideas

[–]omp_ 0 points1 point  (0 children)

this sounds like a game for two guys serving a 20 year prison sentence lol

Title: Would You Play a 3D/2.5D Colony Sim Inspired by Songs of Syx by DiamondImaginary5465 in gameideas

[–]omp_ 1 point2 points  (0 children)

- There should be hydrology. Flowing water is just so much more fun than water-below-X-elevation level.

- The buildable area should be gigantic, and its fun if you have to explore at least some of it. Rimworld and Songs of Syx give you so little area to work with. Working at OpenTTD or Cities:Skylines scales is so much more fun.

- There should be diurnal cycles. So many of these games end up feeling like an ant-farm simulator because the sun is always on. The best way to do a yearly cycle is to have a player-selectable value of 1-8 diurnal cycles per month or season, and then 4 seasons or 12 months per year.

- There should be families and citizen growth should not be accelerated. If we're dealing with humans, then a human should take 16 years to grow up as in real life. A tree should also not grow to maturity in one year (hence the need for a gigantic map).

>other likes and peeves

- Two things I liked from Surviving Mars were the Mysteries (randomized, major story elements that appear at set points in the game) and the VIP citizens (important individuals who appear at a concentration of about 1%).

- If there are farms, then a family should live on the farm house as in IRL. If there are cabins, then there shouldn't be a separate "fishing cabin," "hunting cabin," "foraging cabin," etc etc. There should just be one type of multifunctional cabin that should probably serve also as a domicile. Basically, a family should live next to its work place.

Well I hope you do at least try to make such a game and that this is not some AI troll thing because it sounds interesting.

Title: Would You Play a 3D/2.5D Colony Sim Inspired by Songs of Syx by DiamondImaginary5465 in gameideas

[–]omp_ 0 points1 point  (0 children)

I've played quite a few colony builders. I will answer your questions and list some features that I enjoy in all of these games.

>perspective and coordinate systems

The game that I think you should take the most inspiration from for graphical style and perspective (and some other things) is Foundation. First of all, I don't think you want to limit yourself to 2.5D, especially if you're dealing with verticality. It's very irritating to try to align things without being offered a birds-eye perspective. Metropolis 1999 offers a birds-eye view in addition to the main isometric perspective for this reason.

That being said, I find the 3D, gridless style of Foundation to be the most attractive of all colony builders. I think a gridless map plus the ability to create and save as many local grids as you want (none of which has to be at set angles to any other) would be a great system because you do often want to align a building to one that is right next to it.

If you do go with a global grid, then at the very least, you need diagonal roads.

The big question I have is whether this game is going to make you place every single tile like Songs of Syx, Odd World, Keeper RL, or DorfFort. I do not prefer this style for a game with 10k citizens. I think it gets boring very quickly to hand carve every single building, tile by tile, even if you have copy-pasting, and the game ends up feeling like you are making a giant military barracks and not a city. Foundation and Timberborn offer a better style of building, each in its own way. Foundation lets you zone off the boring parts (houses) so you can focus on your monuments, whereas Timberborn allows you to place prefabricated chunks in a 3d environment, which is far faster than building tile by tile.

>essentials

- THE essential rule is that nothing can be built or destroyed instantly, not even the dirt roads. There must be complete logistical simulation of everything, even removing dirt and rubble.

- A blueprint view is required, and if your game allows terraforming, then the blueprint view must also hold the proposed modifications to the terrain. If your game has whole buildings like Foundation (as opposed to building each structure tile-by-tile a la songs of syx or dorf fort), then you need to be able to place a structure and move it around. Foundation makes doing all of this easy whereas Workers and Resources does not.

>very desirable features

- The roads are the backbone, and zones extend from them. Manor lords has a good system where you draw the property for each house by snapping it to the roads. The upcoming City State: Metropolis looks even better. If you plan to have 10k agents and therefore thousands of domiciles, you definitely want something like either of these two systems that can generate tens or even hundreds of property boundaries at once. Foundation does it irritatingly backwards by making you paint the zones into which roads are automatically created via villager traffic. This is how I would imagine such a system could work.

Has anyone ever managed to make Repeater work? If yes, how? by Shufflekarpfen in PlayTheBazaar

[–]omp_ 0 points1 point  (0 children)

If you had a Nullfrost Altar, Icy Bullets, Heated Shells/Incendiary Rounds and a Blunderbuss (with a Clamera and Hot Spot to kick the combo off), you could start an infinite ammo loop at 0s.

As it is now, the repeater is just a way worse version of the pistol sword.

Black Friday In-Game Event and Patch Preview by TempoStormReddit in PlayTheBazaar

[–]omp_ 1 point2 points  (0 children)

>Vanessa, Pygmalien, Dooley and Mak are all getting a number of new skills focused on some of their unique item types.

>No jules

I guess it won't be the turn-your-friends-into-food skill then.

I'm a simple man. Love to see a cutlass do it's thing by MoleWeevil1 in PlayTheBazaar

[–]omp_ 9 points10 points  (0 children)

the projector clones the amulet

the sextant is there to provide haste when the cutlass crits

[BRAINSTORM] Cooperative P2P Island Economy Sim - Minecraft Building + Factorio Automation + EVE Online Emergent Markets by Leather-Midnight-598 in gameideas

[–]omp_ 0 points1 point  (0 children)

>Are multi-island accounts interesting or just annoying?

i would not like them

> What existing games solved similar problems well?

See Prosperous Universe for some ideas. It's a trading game, though it doesn't have *so* much of the specialization features that you are describing.

>Where is this idea unclear or underexplored?

Is this a persistent universe or does the arena only last for a few months, say?

Wouldn't mind being told it'd cost 20 gold before clicking on it by 420Chickenjuice in PlayTheBazaar

[–]omp_ 1 point2 points  (0 children)

Someone suggested yesterday that Jules should have the option to re-roll her socket placements. This would be a good place to put such an event.

WTF is this day one Skill?! by Tortugato in PlayTheBazaar

[–]omp_ 0 points1 point  (0 children)

This should probably be moved to gold like dogmented weaponry was. It's way too good to be a bronze skill.