Upgrades for Buildings to add additional Workers and increase output / make them stable
Via a new technology, buildings could get a better Version of itself, e.g. with more workers. Alternatively, you could choose another Upgrade, that makes building stable, so that you are able to build on top of it.
Comments: 30
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24 Sep, '21
Scott T SmithThe additional worker could be an apprentice and fetch items. Or designated as such. A runner to get items. Two factory workers.
Scientist too? Get items for study. Or two scientists.
Wheel upgrades.
Use metal to make an "electrical grid" to automate or monitor Dams, etc -
12 Nov, '21
HappyBeaver MergedInstead of building more of the same, be able to upgrade buildings (pumps, farms ...), so more beavers can be assigned to work there and increase building's efficiency/output. Could work with "Engineer points" to be produced in some kind of engineering building and then being spent on upgrades, similar to research points.
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14 Nov, '21
Zam! Admin"Upgrade buildings so you can assign more workers to them" (suggested by HappyBeaver on 2021-11-12), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Nov, '21
Richard Mergedat the moment we only have "wood" buildings
would be fun if you could upgrade
wood -> planks -> stone -> metal -> concrete
the upgrade will give little boost to the building like range, speed & needs -
06 Jan, '22
RedbeardWhoUpgrade Housing to include food storage - change the shape of the buildings' height/footprint for added stacking complexity
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18 Jan, '22
Anton MergedUse metal or other resources to upgrade an existing building. You canchoose only 1 upgrade.
- inrease speed
- reduce power consumption
- increase product output.
- add and an extra worker to double the production speed (unique for the iron beavers) -
19 Jan, '22
Gin Fuyou Admin"Upgrading existing buildings" (suggested by Anton on 2022-01-18), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Jan, '22
Dan Checky MergedBuilding upgrades: pay resources to increase the building's effect/ gain new procedure.
E.G: Gristmill grinds two things instead of one, but requires an additional beaver -
20 Jan, '22
Gin Fuyou Admin"New stuff" (suggested by Dan Checky on 2022-01-20), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jan, '22
Aaron MergedI'd like to see higher level industrial buildings. Bigger, but more efficient (say taking twice the Beavers and power, but producing 3 times as much).
Late game you end up grinding planks and gears, just ignoring a few drought cycles while you build up your hundreds of each to make your insane water storage plan. It reduces the fun, and more things to spend science on, plus tearing out old buildings to make the newer ones, would be fun. -
26 Jan, '22
Gin Fuyou Admin"upgrade buildings" (suggested by Richard on 2021-11-25), including upvotes (4) and comments (0), was merged into this suggestion.
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26 Jan, '22
Gin Fuyou Admin""level 2" Lumber Mill, Gear Factory, etc." (suggested by Aaron on 2022-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Feb, '22
Evan MergedMake building upgradable, with the upgrades requiring science to unlock. Similar to the more advanced buildings. But this allows to focus builds better, with upgraded buildings allowing more people to work there resulting in more efficient buildings whether that's resource efficient or time efficient. The big one that comes to mind is the science unlocking buildings and homing.
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09 Feb, '22
Gin Fuyou Admin"Upgradable Buildings" (suggested by Evan on 2022-02-07), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Feb, '22
Aj MergedAbility to upgrade buildings and houses to allow more workers and more output throughout the game.
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20 Feb, '22
Gin Fuyou Admin"Upgrade buildings" (suggested by Aj on 2022-02-19), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Feb, '22
adiantumThis could also be a great oppurtunity to differentiate factions!
Folktails could use the treated planks for upgrades, while iron teeth would use metal. They start similar but diverge in their own direction of industry toward the lategame, with their different resource needs. Maybe let iron teeth make gears from metal instead as an endgame gear workshop upgrade? Maybe require something like 0.1 logs for fuel, to not eliminate trees from the production chain entirely.
Upgrades would have to be researched, and should be very expensive both to research and in building costs, making them only viable lategame. A great way to add depth and extend lategame, without cluttering and confusing new players with too many different buildings. Would also allow more aesthetically inclined players like myself to avoid giant industry zones packed with endless rows of workshops, instead creating the actual beaver utopia we're dreaming of. -
25 Jul, '22
Curugane MergedAs it stands right now, if you want to increase production of, let's say, planks, you have to build another building. My suggestion is to give the player the ability to upgrade existing buildings using add-ons that you research and then build. One wouldn't even neccesarily need a whole new building that you attach, but rather have the workplace be renovated (using resources) and have the upgrade be shown by adding something to the model of the original building. It'll give players another thing to work towards.
The upgrades themselves would depend on the building, less input needed, faster production, whatever really -
29 Jul, '22
Gin Fuyou Admin"Building upgrades" (suggested by Curugane on 2022-07-25), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jan, '23
TrollMaster_72 MergedHello ! after many hours spent to grow up my colony(ies), i think buildings evolution are needed. Something cool can be (obviously) an efficiency increase when building is improved, and a visual change to something else. the mechanic I'm thinking is this one ( example with the pump) :
1 - LvL1 pump is just a small point where a beaver take water with a bucket and drop it in a small storage. Low efficiency, like 1 water unit each hour.
2 - allow upgrade to level 2 for 100 science points (or more)
3 - Need log and planks to upgrade to level 2, Give a better efficiency, like 1 water unit each 45 min.
4 - Lvl 3 needs gears, planks ans log... and increase efficiency and/or storage
5 - Lvl 4 can allow automation for water pumping, and no beaver needed (maybe a faction feature replacing bots...)
This for each building in the game (gear workshop, plank factory, forester, farms....)
Each build should start at lvl 1, but if level was unlock before, it doesn't cost science points to upgr -
26 Jan, '23
Gin Fuyou Admin"levelling up buildings for better efficiency, storage and design" (suggested by TrollMaster_72 on 2023-01-21), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jun, '23
RekhytFR MergedHi team!
Love the game :3 However verticality is mostly limited to storage and housing, while factories/productions end up extending far with zero stackability.
Suggestion: "Upgrade" button on low tech buildings (Planks, Gears, Paper, Grill, perhaps more), costs science and unlocks the upgrade for all same buildings. (same as bot capability upg)
Then the buildings can be upgraded for a small metal + treated planks cost & directly constructed as advanced version (small button on the building icon, once clicked allows building advanced buildings and changes the background of the button)
Advanced versions could have improved performances, but I mainly wish they would become "blocky" and allow construction on top. They should retain the same footprint so they can be directly upgraded.
Would allow a final level of optimization at the end of the game!
Best regards, -
06 Jun, '23
Gin Fuyou Admin""Advanced" building upgrade to improve end game verticalization" (suggested by RekhytFR on 2023-06-03), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Jul, '23
Tiffany Mergedbuilding that upgrade into better buildings to use for the land for more productive or fields for larger food quanitiy
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10 Jul, '23
Sofia MergedUpgrade buildings - examples:
- Amount of beavers able to work/sleep
- Aesthetic upgrades
- Efficiency/speed
Could also be nice with unexpected upgrades like:
- A beaver becomes a super farmer beaver (inherited talent)
- A cooking house gets a new frying pan and becomes a "super building" -
11 Jul, '23
Gin Fuyou Admin"Upgrading Buildings" (suggested by Tiffany on 2023-07-04), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Jul, '23
Gin Fuyou Admin"Upgrade buildings" (suggested by Sofia on 2023-07-10), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Nov, '23
Andrew BYes! The only way to upgrade buildings currently is to add more workers if they are not at max, or add another one. I'd be much more interested in multiple levels of same building with extra perks, e.g. the haulers get carts so can carry more, wood cutters get metal teeth so can cut trees faster, irrigation towers cover a larger area, farms have harvesters to gather fast, etc, etc
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08 Feb
Scott MergedFor each building I think it would be cool if they had their own skill/tech upgrades which will improve certain aspects of the building.
For instance:
Forester Lodges could have skills which increase a beavers chopping speed or lowers the time it takes for trees to grow.
Water pumps could have skills which increase the speed of water intake
Farmhouses could have upgrades to worker size or crop growth speed or crop output quantity
You can see where I am coming from. I think this would be good because it is very easy to make the science points obsolete after playing for a short while.
Just a thought -
12 Feb
Gin Fuyou Admin"Upgrades for buildings" (suggested by <Hidden> on 2024-02-08), including upvotes (1) and comments (0), was merged into this suggestion.