Here is a list of things planned to do soon, and a list of other things that are being considered and designed for future updates.
Some of these will be done before the next update on the weekend.
Let me know in Discord if I forgot something that has been requested.
1) Bugs, Fixes, Improvements
User Interface
- Queued attack tooltip
- In land view, show the target unit in the queued attack tooltip instead of repeating land information already visible on-screen.
- Messaging usability improvements
- Default mail/message lists to newest first.
- Add user-selectable sorting options (e.g., newest, oldest, unread first).
- Restore unclaimed land stats access
- Only show trees and farmland stats
- Fix kingdom name/land name/user name issues
- Move button behaviour
- When a unit is carrying too much, grey out the move button instead of making it disappear, and once material is transferred away, ensure the button updates and begins working again so the user doesn’t have to refresh page.
- Join Kingdom confirmation
- Add a confirmation step for vassalage:
- “Join kingdom as vassal — are you sure?”
- Add a confirmation step for vassalage:
Unit Behavior and Rules
- Navy inventory capacity
- Make navy inventory behavior match fishers’ unlimited capacity model.
- Bronze production requests
- Ensure only bronze units request tin.
- Queued movement after split (capacity check bug)
- Fix false over-capacity errors when queuing movement after a future split – validation appears to use current inventory against future post-split capacity.
- defer carry-capacity validation until the relevant turn?
- Fix false over-capacity errors when queuing movement after a future split – validation appears to use current inventory against future post-split capacity.
- Ensure that default units spawn after population completely wiped out
- Envoy population should not grow.
- Envoy XP escape mechanic
- Envoy XP increases dodge/escape chance from attacks.
- Rule: 1 XP = 7% escape chance.
Resource Management and Visibility
- Farmland/Forest card: next-turn tree growth preview
- Add next-turn tree growth info on the Farmland/Forest card:
- e.g. “
Tree growth next turn: XX“
- e.g. “
- Add next-turn tree growth info on the Farmland/Forest card:
- Transfer warning for unclaimed land
- Before confirming resource transfer to unclaimed land, show:
- “The resources cannot be retrieved until a new player claims the land — are you sure?”
- Before confirming resource transfer to unclaimed land, show:
- Kingdom shared resource visibility
- Players should be able to view resource stores in lands owned by members of the same kingdom.
- Resource targets: per-population mode
- Add a checkbox/toggle for target mode:
- Absolute amount (existing behavior)
- Per population (e.g., 2 per pop)
- Add a checkbox/toggle for target mode:
Ranking and Leaderboard
- Gold source constraint for ranking
- When ranking players by gold, count only gold held in their capital/homeland.
- Tie handling
- Players with equal score must share the same rank, not sorting alphabetically
Naval Logistics Movement
- Allow boats to move along land tiles adjacent to water while retaining high/unlimited transport capacity to simulate coastline logistics for large shipments.
2) New Features (will come later)
Combat, Army, and Progression
- Battle simulator shortcut from unit UI
- Add a Simulate Battle button on army units.
- Route to
/battle-simulator/with relevant fields pre-filled.
- Military XP beyond single-skill cap
- After reaching normal XP limit, allow battle wins to continue granting +1 XP per victory up to max skill level (20).
- Follow unit action
- Add a follow behavior for all unit types:
- unit follows another unit to each new land,
- for armies, this is follow (not attack), with potential ambush risk,
- can reduce repetitive manual move queueing for support/productive units.
- Add a follow behavior for all unit types:
Map Generation and Resource Distribution
- Concentrated metal spawn option for new maps
- During map generation, add option to select concentration centers for tin and copper.
- Proposed distribution by rings from focal land:
- center: 100%
- first ring: 75%
- second ring: 25%
- all remaining lands: 10%
- Keep current fully random distribution as alternative mode.
Inactivity and Delegated Control
- Control over inactive players
- If a player is inactive/skipping turns (or opts in), transfer limited control of their lands/units to their lord.
- Exclude:
- military attack actions,
- movement control,
- diplomatic actions.
Notifications and Social Features
- Browser/PWA notifications
- Add browser notifications as an option (instead of or alongside email), including PWA-friendly behavior.
- Game invites
- Add invite flow for other members with in-game notification + email.
- Battle notification email formatting
- Reformat battle notification emails to use structured sections/line breaks instead of a single collapsed paragraph.
- Notification pagination contrast in dark theme
- Fix unreadable active page button styling on notification pagination in dark mode.
- Current issue:
.td-notifications-page-link.td-notifications-page-currentswitches to a white background while text remains white.
- Resource transfer notification persistence + email detail parity
- Resource transfers from other players should appear on the notifications page and remain visible like other notification events.
- Transfer emails should include key fields: land, turn, resource type, amount, source, and target.
- Hide redundant capital navigation link
- Do not show the “Go to capital of kingdom” link when the user is already on that capital page.
- Private games
- Add private game mode where only invited players can join.
Sandbox and Testing Mode
- Per-player sandbox mode
- Each player can create and save sandbox scenarios.
- Initial concept: two factions on 4 hexes, manual turn advancement button, reset button.
Roles and Access Control
- Restricted game creation role
- Introduce a dedicated role required to access the game creation page.
Turn Processing Safety
- Turn lock + refresh
- Before turn processing starts, lock the active user screen for 5 seconds.
- Keep locked until processing completes.
- Then refresh without unintended submits/actions.
3) Early-Stage Concepts (Need Design Before Implementation)
Improve notification page UI
- Page is busy and hard to read, figure out how to improve.
Fast-Game Experience
- Define a feature suite that supports very short turns (e.g., 5-minute turns).
Roads and Automated Trade Corridors
- Explore road systems between cities.
- Potential behavior:
- establish road once,
- enable reduced-action travel,
- allow optional automated trade routes once loaded,
- maintain interruption/raiding possibility when military units of foreign lands are in between trading destinations,
- include maintenance cost model.
Horse Logistics and Mobility
- Horse breeders
- Consume land space.
- Enable 2-tile movement for supported units.
- Revert to single-tile if enemy army blocks intermediary land.
- Horses require food in winter.
- Carts increase inventory capacity.
- 2-cell movement units (horse-enabled)
Kingdom Command Hierarchies (Vassal Tiers)
- Expand kingdom management to multi-tier vassal chains to allow large kingdoms to scale governance through delegation.
- player references to chain-of-command / top sovereign,
- permissions and visibility by level?
Water Unit Capacity Model Evolution
- Compare/choose between two models:
- High-capacity water carry model (e.g., 30 per population) with land-movement restriction when overloaded for land rules.
- Boat size build model where wood investment determines boat size/capacity (and potentially crew/food).
Land Grid Updates
- Map resource heatmap filters
- Add optional map filters for each resource that visualize relative density using a red/green heatmap (green = higher, red = lower).
- Include tree heatmap as a separate filter.
- Keep rainfall heatmap with current rainfall display logic.
- Add icons beside each filter option.
- Per-player mining icons on 10×10 land grid
- Show one icon per player per mined metal type on cleared land.
- Example: two different players mining tin => two tin icons.
- Land info grid layout rework
- Center city with walls, surrounded by farms, then mines, then horses, cleared land, then forest with wild animals for hunting displayed.
Hunter Unit Concept
- Add hunter unit that harvests wild animal stock, with ecology tied to land fertility/forest.
- Initial rules concept:
- wild animals regenerate at similar rate to trees,
- max animal population bounded by tree availability,
- food output per worker similar to farming,
- render animal icon in lower-left of tree cells.
- Values and formulas may be tuned during balancing.
Four Seasons concept
- 4 turns per season, total 16 turns per game year
- Farmers produce food in lower amounts throughout year, and a their main large harvest will be in summer.
- For a farm to produce the large harvest in summer, it must be established from at least the previous winter,
- The food will average out to be the same amount that is produced over the same number of turns currently (16),
- Each game will begin in spring, with the next turn being the first part of summer,
- Armies will suffer population losses when outside their kingdom in winter,
- Horses will need food throughout winter when being used (1 food per 1 horse population).
- 1-cell water will touching land on two sides will freeze and can be crossed by land units.
