Yep, I'd agree with the terrain location suggestions and the reorder of the
building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

        Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next 
to each other,
at the moment you have meet and vegetable farms, and then right near the 
bottom of the list is the animal farm, I think this should be grouped 
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that 
they depend on each other,
so for example, I would have the butchers shop, then the textile, and 
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again 
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to 
explore them, I think a really useful feature would be a terrain 
location mode, so lets say I am at a1 and want to quickly find the 
nearest site to put my quarry, I could bring up a list of terrain types 
and find out where the nearest bit of forest, rocky ground or empty land 
is etc.

alternatively, I did think of another job that could make this more of a 
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an 
explorer or cartographer, you could find out from him where the nearest 
bit of forest is or whatever, and a benefit of having him could be that 
all your peasants and builders move around quicker, as he could advise 
on the quickest root.
I certainly think a quick terrain location feature could be useful anyway.

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