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Feedback Round-up #2

Hi everyone,

The second feedback round-up is here. Today we'll be looking into one user's gigantic post from Steam forums.

Reward management. Let's say your unit earned a better reward than he had before, and you get to decide if you want to upgrade him with it. You check the unit' info and can see that he has a notification on his medal icon. If need be — you reward him. If you're low on resources — you may reduce the unit to a lower rank or block him from receiving any rewards at all.

Soldiers lose their deserved medals only for some serious mistakes, and that in turn affects their loyalty and morality in a very bad way. Offering medals of a lower level puts player before the choice — either he agrees with what's suggested or he refuses for a possibility to get something better in the future. Giving opportunity to cancel or exchange medals nullifies this choice, which is not very good in our opinion.

There are random events with traders passing by. Why not add events where the guards would go by as well? You could also, for example, have an ability to send expeditions to look for those guards. Those expeditions could have different experience levels and as such have different chances for getting good guards.

From a technical perspective, a trader is actually a single-use location, not a random event. And as all locations, it's set in stone at the beginning of the map's generation. To make a similar pseudo-location, where you could get an agreement with a specifically set guard beforehand is possible, but to look for something specific that player wants — is not.

Guard management. Someone from the party is dead? Have an ability to choose any other possible option in exchange. I would also really love to be able to choose (for money of course) a perk or skill for specific creature in the party. It's been noted before — if a guard is randomly generated with useful skills and in a good location, it can often feel like it's twice as powerful. And of course, having a possibility to train guards and up the level of creatures in the party would be great. For example, you put a guard in the training phase, and during that time it would be unable to defend a province.

Micromanagement of guards contradicts their whole idea of autonomous creatures, fighting without the player's involvement. If you start tweaking, train and reward them manually, it would make more sense to abandon the concept of guards altogether and form a province's security by hand, like garrisons in fortresses.

More buffs in global magic. Like scouting could get +n% during n turns. Or no accidents/bad events for a number of turns and so on.

Should be technically possible, but honestly how interesting would that be?

More on expeditions (maybe some very expensive building could be required for this?) A lot could be expanded on this. Aside the aforementioned searches for guards — you could send for scrolls, buildings, resources, rare traders etc.

This is a very appealing idea in theory, but technical implementation would require a lot of experiments. Immediately it's hard to say if it's even possible to implement — Eador has a very, very complicated game structure, and trying to add another part into its system could easily result in different kinds of breakdown or even explosions.