atm its gets extremely difficult to manage Large villages of to even set up a city area, here a few suggestions.
- More storage controls allow us to set which item and a limit on specific items going into warehouses/barns, For example you can set one barnto hold 300 firewood and 500 food and nothing else or you can set it to only hold 200 tools max and any amount of other items and so on when they fill up the villages will find the next available storage area that meets there requirments if they dont find one it just acts as the warehouse is full.
- Caravans there 2 problems 1st problem is thats there no way to make them leave any items behind the only option is take everything or nothing at all and pause trade routes every couple days to balance things manually which is just so bad when you have like 30-40 routes on a map....... Allow us to set if there more than X amount of an item he takes the extra or have trade route work 2 ways where he tries to balance the resources between the 2 storage area's, second problem is there not enough routes on a building when your building 6+ Caravan building to maintain resources its just gets ludicrous..... add more trade route for each donkey on that building i would do 4 per donkey so 20 per building total. I would change the whole building to the merchant tries to balance the resources between routes and 4 trade routes per donkey allocated to that building.
Baked goods - These take a wee bit on the long side to craft especially when your eggs keep getting taken the moment they end in a warehouse as food source instead of baking ingredients you need like 5-10 chickens farms just to get a bakery consistantly stocked with eggs which isnt good tbh not to mention one pie takes sooo long to cook i feel it should be halfed by its current amount especially bread since it has pretty much same value as potatoes. (pretty muuch impossible to stockpile any kinda of baked goods atm and then you get a ludicrious amounts of basic food filling 20+ barns only to have it all go in the winter :P )
Cosmetics terrain changes - Can we get some way to add different ground textures that can be placed below buildings kinda like how pavers work atm however you can place it after the building is built and wont interrupt the building at all. For example i use to use to make squares of dirt road under every farm plot i made so it didnt have grass and it looked better however it resets to default ground after loading the game being able to paint area under building would be nice for example dirt for farms/orchards and stone around the building for foundations/paths all the way to the doorways.
Pavers rails should be removable by building ontop of them its nice having paved area's but when you cant remove unwanted railing for building its just frustrating, for example i spent about an hours trying to add a fishing hut off paved area by transforming terrain up to remove the railing and then trying to remove as much of that dirt as i could to not get the railings back so i could place a fishing dock going off the edge of a paved pier its realy should be simplier, simply having building get priority over the railings (Removes them to make room for them) which make a huge difference
The first 3 things and major issues for me, im kinda getting sick of restarting worlds around the year 50 mark simply because by that time i wanna have a city major population hub which you just cant manage with the logistics required to maintain resource routes. I liked having a central hub with specialized villages branching off it but maintaining the resource flows gets unbearable and if you slip up for a second and not pause a trade route one side will starve of freeze to death -.-
Edit: yes im aware there probably mods to help with this but i rather not use mods since they disable achievements and tbh i shouldn't have to use them to make the game bearable they should be there to add to the game not make it playable.