I thought settler exp was always planned, but I guess that original idea was more âLevel into new jobsâ than skills and perks.
Itâs a good addition IMO, Iâm hoping itâll help give the citizens a little more personality and help me think of them as different people instead of âGeneric worker Aâ or âGuard #2â. Iâd like to see these levels be more then a straight work speed bonus; Perhaps a system where each citizen is assigned a random, class relevant, perk when they level.
Workers would have the most generic perks with things like: Sprinter (runs 20% faster) or Swift hands (swing âtoolsâ 10% faster), and then each specialization would have their own subset like a footman: Strong Arm (+10% damage). This also leaves the option of giving some of your citizens silly perks on creation like: Coward (runs from battles - Removed if turned into footman), Narcolepsy (Falls asleep randomly), or Berrivore (Refuses to eat anything but berries), and/or the ability to award perks through non-level achievements like: Battlescars (Has taken x damage in battle without dying, takes 10% less damage)
Itâs not perfect, but Iâd rather see something that makes each settler unique then provide generic boosts.
I canât say I disagree with the choice to remove town exp, it removes some of the citybuilding/simulation aspect and makes it a little more like farmville. You shouldnât be given a new citizen for building a farm, your reward for building a farm should be surviving another few days.
I do think it would be great to feel like the settlement was developing, and not just growing. Perhaps instead of an arbitrary town experience bar have a development level, or tree. Rather than your town gaining experience for random tasks reward players for developing the infrastructure.
Caravan > Camp = Promote a carpenter, unlocks ability to build structures. Camp > Outpost = Promote weaver, unlocks soft beds, chairs, ability to grow cotton. Outpost > Settlement = promote stonemason, unlocks stone structures⌠etc.
You could have a branching âtechâ tree for this sort of thing too, so having T2 weaver and T2 stonemason could unlock something different than having T2 carpenter and T2 weaver.
I donât mind how itâs implemented, as long as youâre not just given something for free.