Star's List of Suggestions

The place to request or suggest new ideas and features.
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Emperor StarFoth
Posts: 6
Joined: Thu Apr 30, 2015 3:44 am
Location: Fox City, Nation of Foxtopia, Kenshi

Thu Apr 30, 2015 4:20 am

Sorry I couldn't be more descriptive in the title, and forgive me if there are other things, this is a personal list of things I would like to see and I've likely added a unique aspect so it may be different. I added a unique in-depth sequence and descriptions.

EXAMPLE:
"Big Cities" -KenshiFan420-
"I want big cities with taco trucks and factories and a hospital"
"Grand Metros" -Starfoth-
"[Lists a sequence of suggestions about quartering, life in the city, public services, military structure, and other in-depth components]"

As such, the two suggestions may be similar in concept, but they are vastly different in expansion, description, intention, and implementation. Therefore, my suggestions may be considered "unique" in that aspect. Forgive me if they are not too different. If they aren't, let me know and I will come up with something to add and improve/expand upon it, and if I cannot, I will remove it.

>Grand Metropolises - The cities in Kenshi are small and disorganized. Therefore, I propose that cities be;
-Larger
-Divided into quarters (Industrial(Get a job), residential(rent an apartment or buy a house/condo/shack), governmental(control center with diplomatic potential), commercial(shops and a merchant guild outpost)
-Contain a school and hospital (maybe a plastic surgeon in the alleyways instead of the bars for added comedy) [Can pay to learn and pay for medical attention. If you are injured and in decent standing with the faction who's patrol finds you or you are injured in city or just outside, you may be brought in to be stabilized, nothing more]
-Have several well Is
-Contain a walled in power field in the industrial district
-Have a military outpost somewhere near where there are troops that may reinforce the city if the attack against it is severe enough
-Have short range patrols

>Towns
-Like fisher with small industries, typically farms

>KTweak - Game value tweaker
-Allows for custom control
-Bandits (Aggression, numbers, frequency)
-Faction criticality (How severe change sin diplomacy are)
-Disable certain features (Such as nations demanding vassalship)
-Adjust values that can already be tweaked
Enable/disable looting (I know it flows with the spirit of the game, but it's a logistical headache to give everyone their weapons back when these exchanges take place during battle)

>Better Importing
-Import prisoners
-Transfer your outposts on the map maintaining a small seed that modifies the prospect values for a short distance and are a green border to maintain minimal lag while transporting

>Steam Workshop

>City Recognition - You have a city/faction, yes? Well now it's time to expand upon 'recognition'.
-Palace (A modular construction, typically not too big and you could theoretically have a small house-sized building with an office inside)
-Diplomacy (Probably already planned)
-Mercentilism (Storage boxes and storage are considered to be a part of the city's resource. By constructing an 'outpost' building and granting it to the merchant's guiild, you are given access to be able to conduct Trade Caravans where you hire mercenaries and send out some of your own guys to ship supplies to sell to other merchant guilds with the trip being automated.
-Military squad designation (designate certain squads as 'military' and specify zones within' your city that the military occupies. This will require 1. Armory with weapon storage 2. 5-10 prisoner cages 3. Barracks with enough beds for everyone 4. Training dummies 5. Several bread barrels 6. Water tower. Training will be conducted automatically. If military squad members are strong/numerous enough, bandits will not approach them in the wild (does not conflict with next suggestion)
-Advanced job assignment (allows you to assign haulers to a number of different objects to automatically output to an object with needed input if it is low or storage bin to lowest object, and transfer full outputs to proper destinations, possibly assigned)

>Raiders - Get attacked
-Raiders are bandits with one thing on their minds; attacking cities
-They will not attack you if you are small enough (ai'int nobody got time fo' dat fool with a fenced in house, a side house, shack, windmill, and small farm)
-They are limited in power (Bigger cities may face stronger raiders because bigger raiding parties want more rewards, but are not too much of a threat if you have proper guards)

>Furniture - Own category with sub categories. BC having a 'pet' in a cage has been real nice for me and his death threats are so cute but.....
-Tables
-Chairs
-More freedom of movement
-Minor decor
-Atmospheric stuff
-Lighting

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