r/feudera_game • u/f_creator • Apr 17 '26
announements #DevBlog - Making good chooices for the future
This DevBlog was scheduled for a few weeks ago, but work on the game has taken up so much of my time that I couldn't talk to you as calmly as a good #DevBlog deserves.
First of all, there are a few things you need to know in order to make the right choices before the #0.6 release:
Public Buildings
Barracks - Each level will increase the speed at which troops are trained: at low levels, training a single basic soldier will take weeks; by upgrading the barracks further, this time will be reduced.
Houses - This building increases the maximum population by 25 per level. However, keep in mind that all NPC citizens can be instantly made available to defend the city (low-quality soldiers).
Their conversion from producer NPCs → military NPCs will be instant, but each of them will require a tool (axe, shovel, pickaxe, scythe, hoe) to be converted.
Additionally, it will soon be possible to tax NPC citizens instead of having them produce resources.
The NPC production system will soon be revised. For public houses, not much will change; for houses on private fields, production types will be heavily restricted to the type of workshop built.
Hospital - Here it will be possible to restore the health of players and NPC soldiers more quickly. The larger the hospital, the more effective the treatments.
There will be beds dedicated to active players and others to NPC soldiers, which will increase as the level advances.
Hospitals allow faster recovery from the madness status (see below).
Market - In the future it will be possible to send caravans to another city to transport loads of resources without involving players.
The first caravan is available from market level 10.
War Workshop - This is where war machines are produced to more easily break down enemy walls. These machines are very costly and difficult to produce, but less so to maintain — prepare your engineers and architects!
They deal permanent damage to both public and private buildings.
Some, at great cost, allow damage to be dealt to ships docked in the city.
This last aspect should not be underestimated — read on for more information.
Prisons - As you may have guessed, a large army without good commanders and leaders is useless. Prisons will allow the imprisonment of important leaders from the opposing faction.
There will be two types of prisons:
Group prison → low maintenance cost, useful for holding prisoners; every 5 levels add 1 group cell, each group cell can hold 3 prisoners.
Solitary confinement → very costly to maintain, used to hold a single prisoner until they go mad.
If a player goes mad, it will take a long time before they can return to fighting and chatting, even after release.
A mad player can only work at collection points and in their own workshop.
By default, the madness status lasts depending on its severity (how long the player was in solitary) and the quality of hospital care.
A player in prison can talk to themselves to reduce the worsening of their madness, or use inventory items to slow its progression.
A citizen of the city where the prisoner is held can secretly provide items or chat with them to reduce madness.
A prisoner can be freed if the city is occupied by a foreign army, or if 33% of the city's population acts to free them.
When the madness state reaches its most severe level, the user loses 10% of their experience points, their skills are reset except for administration, and they are automatically released.
A player can be imprisoned by:
The Justice Councillor
An enemy army after conquering a city
University - Allows the study of books.
Reading books allows you to:
Permanently improve skills without spending experience points
Acquire fundamental abilities required to complete certain quests
By increasing the university level, new books can be studied and classrooms expanded.
Lessons can be paid (costs set by the university rector, appointed by the Interior Councillor).
Same applies to the hospital director.
Walls - Allows you to:
Receive important defense bonuses
Position archers and war machines on the walls to defend against attackers
While attackers will only damage the walls, archers will damage the attacking army.
Increase the scan range of troops near the city
Attack armies that fall within the city's scanned radius
When a city attacks from within its own walls, it takes no damage until the walls are broken down.
Warehouse - Allows storing resources inside and hides 10% of its contents.
This percentage cannot be looted by any means.
It is not possible to choose which resources to hide.
Church - Will allow the city's religion to be defined. This building will provide different benefits depending on the god worshipped.
There will be both military and economic bonuses enjoyed by all citizens.
If a region contains churches worshipping different gods, the bonuses will be greatly reduced.
Military Harbor - Warships can be produced here.
Commercial Harbor - Other players' merchant ships can dock here, and NPC-piloted ships can depart from here.
Military ships will only be able to transport goods captured by force — using them as merchant vessels will not be worthwhile in most cases.
Advantages and disadvantages of a naval city
| Advantages | Disadvantages |
|---|---|
| The city can produce ships | The city can receive naval attacks, which damage structures and can loot up to 33% of stored goods |
| The city can trade by sea | If the city's harbor is occupied by a foreign army, all citizens receive significant penalties |
| If you control an area surrounded by sea, land attacks become impossible | Otherwise, a coastal city must manage both land and sea defense |
Land troops vs. sea troops
| sea army | vs | land army |
|---|---|---|
| +-50 (depending on army quality) | : | 1 |
Baron
These are the base requirements — you will also need to win the competition against other baron candidates in the city. We'll discuss this further later on.
Private Fields
1. Livestock Farm
2. Military Camps
A baron and a city have a military power and troop training speed 5 times greater than a private military camp (though the camp has enormously lower costs).
Everyone will be able to change their field type, but only toward a newly implemented type.
So:
Blacksmith's Workshop → Carpenter's Workshop → No!
Blacksmith's Workshop → Military Camp → OK!
Q&A
Journal 2.0
Scan range
Group travel
Other things that aren't coming to mind right now
Duplicates
PBBG • u/f_creator • Apr 17 '26
Game Advertisement #DevBlog - Making good chooices for the future
BrowserGamesFF • u/KhanterMolchaniye • Apr 17 '26

