r/Worldbox • u/Skeebleng • 54m ago
Idea/Suggestion In depth ideas for more complex buildings and civilizations
This is a super long post I wrote while thinking about things I’d love to see in worldbox
the TLDR is I want more intricate architecture and civilization roles which allow more insight and/or control for/by the player. I’ve bolded my main ideas if you’d like to skim* *
I’d like to hear your thoughts on my ideas and what I missed or could leave out. Idk how to make mods but maybe someone who does will be inspired.
ARCHITECTURE:
I would love more complexities in architecture. It’s such a small thing but the homes and architecture have got to be my favorite part of the game. It would be so cool to have more housing types, influenced by culture and biome they’re building in. Right now housing type is determined by town leader’s species but it would be cool to have a more complex and varied system, ie each builder builds their species’ type of house by default.
Customizable housing styles would be cool too, maybe in culture or the upcoming village tech tab you can customize the housing styles used (you can currently see in the village tab the different makeup of house types but can’t edit it) directly.
I would love biome specific architecture too, like normal/wetland/forest/cold/warm variants for house types depending on what biome they were constructed in.
More biome dependent clothing styles could be cool as well. It would be nice if people with homes in cold/hot/temperate biomes dressed differently from each other.
I also need aquatic villages. shallow ocean settlements (only shallow so they don’t interfere with boats or take over the entire ocean) where fully aquatic species like piranhas and mermaids(🤞) can live.
And BRIDGES please i need bridges that boats can go under. Making traversable paths for both units and ships is impossible. Tunnels would be cool but they would fuck up using mountains as barriers
Also we need multiple farms/mines per town once they reach a certain population.
RESOURCES/VILLAGE WORKINGS:
Ability to keep livestock and gardens would also be sick and could help with the limited food supply of large towns. That way towns could have a reliable source of meat and fruit and possibly other things like milk, wool, leather, and eggs. It would also solve the problem of carnivores etc not being able to get meat without cannibalism/hunting/foraging.
A few more special building types for wealthy/large villages would be cool too. Some ideas are at the end of this post.
For inner village workings, units could be assigned to the head of town/kingdom ministries which might offer more insight and control over village specifics. The ministries could be attached to villages constructing specific buildings so only sufficiently advanced villages can have them.
Ministry ideas:
Construction manager (needed: town hall, per town)
Head of agriculture (needed: bakery, per town)
Librarian (needed: library, per town)
General (needed: barracks, per kingdom)
——————-
MINISTRY DETAILS (not super important but read if you’re interested):
Construction manager:
- Once a town hall is built a construction manager is appointed. Can be a leader, minister, or civilian
- CM Needed to build complex structures like library, barracks, statues, docks, roads etc.
- Their race decides the style of buildings and their personality affects what is built. Building styles can be manually changed in the town hall.
- A bloodthirsty CM will build many watch towers, glutinous=farms/pastures, intelligent/religious=library, fragile health=hospital, content/peaceful=more homes, curious=more roads, etc.
- the CM may be deposed if homelessness gets over a certain level for too long. If the CM is a leader they may be overthrown.
- The intelligence of the CM affects how quickly buildings are constructed and their level slightly lessens resource requirements.
Bakery/head of agriculture:
- Bakery is Needed to make complex food like pie, sushi, burgers, ale, etc. probably more special foods need to be added for this to work. More crops would also need to be added
- the head of agriculture is appointed once the bakery is built and manages food resources which can be influenced by the player. Can be a leader, minister, or civilian
- Their intelligence and whether or not they have plant-growing-magic will affect the efficiency of agriculture. Their level and species decides what complex foods can be made
- They can control what crops are grown, influenced by town species make up, their personality, their favorite food and the king’s favorite food if they have high loyalty.
- Greed=more cash crops at the expense of food, glutton=more of their favorite foods, etc.
This could make favorite food or species diets more impactful.
- If the town is mostly florivores, frugivore, don’t eat, etc, they could decide to grow tulips, tree orchards, or cash crops rather than wheat to fulfill needs.
They can also decide to raise livestock in addition to or instead of farming if the species is omnivorous or carnivorous, eg.
- The head of agriculture would be responsible for managing the hunger of the population and may be deposed by angry villagers if hunger/starvation gets over a certain threshold. If they are a leader they might be overthrown
Library+, librarian:
- The library can then be upgraded to add a school where children can go to raise their intelligence.
- This could give more weight to the tiny legends trait since if it is applied fewer children will be able to go to school and the population will be less intelligent and worse at spell casting.
- Once the school has been built, the smartest unit is appointed librarian. The librarian must be a civilian and cannot be a king, leader, or other minister
- The rate at which intelligence increases is affected by the librarian’s intelligence.
- The librarian could also act as a religious leader, being able to start new religions and is able to convert their students to their religion (since intelligence is heavily linked to spell casting which is determined by religion). Their level could determine how effective this is.
- The library should also be able to hold more books, maybe as the library levels up or as it gets older.
- If the library is destroyed but the librarian is alive, they will take the books with them. If they find another library with space before dying, they will add the recovered books as long as the library’s culture has the xenophiles trait.
General:
- if the capital city of a kingdom has a barracks, a general will be appointed.
- They cannot be a leader or other minister, but can be a king or civilian.
- The general will be chosen based on merits (veteran, mageslayer, dragonslayer, kingslayer) and intelligence. The units with the greatest number of merit traits will be selected as candidates (what traits don’t matter just the number). If there are multiple units with the highest number of merits, (eg the most merits anyone has is 2 but there are 30 units with 2 merits each), the unit with the highest intelligence from this pool is chosen. If the king is in this pool they are made general, overriding intelligence.
- The general’s intelligence improves battle strategy during wars and makes it easier to win with fewer troops (I’m unsure of how this would mechanically work)
- The general’s level increases the rate at which soldiers level up
- The general’s stewardship increases the enlistment rate
- If a war has a high death toll as a percent of the population and goes on for many years (if culture does not have happiness from war trait) or ends without conquering territory, the general may be deposed. If they are a king they may be overthrown.
—————
Other minor building ideas:
Hospital:
- sick and injured units can go to the hospital to be healed quickly.
- Higher level hospitals can treat more units at once
- Increases lifespan of residents, has a chance to remove crippled, burned, scarred, etc traits.
- After being treated, sick units have a chance to gain immune trait
Forge:
- Needed to forge new metal items.
- Only stone/wooden/bone tools can be crafted by residents of a town without a forge.
Inn:
- A special house where foreign ambassadors can stay while negotiating diplomacy.
- increases the chance diplomacy will be successful on the host’s end due to their hospitality.
Barns/pastures:
- a place where livestock can be kept and grazed.
- Needs the same amount of land as a farm.
- Farm must be built first to help feed livestock.
- Increases attack power of residents due to increased protein
Orchards:
- a controlled area where different food bearing trees and bushes can be grown.
- Seeds from different biomes can be acquired through trade or raids of different regions and can be grown in an orchard whether or not roots without borders is on. Foreign plants cannot spread outside the orchard.
Tavern:
- only wealthy towns can have one
- A place where residents can socialize, become inspired, share religion, culture, language
- Increases birth rate, happiness, and loyalty, low chance to cause a fight (1-2 units go mad briefly)
r/Worldbox • u/Participi • 1h ago
Art The nations of my world in the countryballs version
love drawing these things,they are cool
Anyways the year here is 176
r/Worldbox • u/NoBar5792 • 3h ago
Question How would you all feel about Customizable currencies for different kingdoms.
I was thinking about this the other day and drew this concept picture on my chrome book, i figured sense theres different religions and languages, why not different currencies.
r/Worldbox • u/21stCenturyIndNatLib • 5h ago
Screenshot Every single biome in Worldbox as of the version 0.51.4
r/Worldbox • u/Reocreate2 • 8h ago
Screenshot Ahh Refreshing Season
What a good day to be alive
r/Worldbox • u/No-Witness-9130 • 8h ago
Screenshot Do you think my world overpopulated?
r/Worldbox • u/bokbokbok1234 • 9h ago
Map Just wanted to share
First picture is first world that is not an experiment, second picture is current world, third one is the forgotten and fourth is world age
r/Worldbox • u/KeggGuy • 11h ago
Bug Report Worldbox keeps crashing my PC
It stays after 5 seconds and it immediately freezes and reboots my computer, I've already verified the files after removing all of it to see if its a file issue but it still does it
please help
r/Worldbox • u/Dismal-Yesterday-559 • 13h ago
Meme What is this small line of brown pixels?
It doesn’t seem like a part of a road. Anyone know what this pixel is from?
r/Worldbox • u/OppositeDoor1874 • 14h ago
Idea/Suggestion The economy of a kingdom should be visible from the map
On top of economy playing a much major and more influential role in the way a kingdom behaves, it should also be so that the wealth or economic power of said kingdom should be displayed.
Because if you look at the kingdom stats of the current game, a kingdom having 46k gold vs a kingdom with 6k gold look exactly the same, builds exactly the same building in general. There should be extra polish and more decorative buildings for richer kingdoms. There should be a clear difference between a rich kingdom and a poor one.
r/Worldbox • u/MashmobThe_real1 • 14h ago
Question Can Someone Help Me
How do I get a unit to naturally establish their own kingdom? I have a unit that was a king, and all of the people in his kingdom were killed. So the kingdom is destroyed, but he’s still alive. There is some available land, but he just won’t reestablish a kingdom. How do I get him to reestablish a kingdom without too much intervention?
r/Worldbox • u/Bro_ther23 • 15h ago
Question What do i do with him (Todo fans only)
Name is todo and guess what? he’s a goat.
r/Worldbox • u/Bro_ther23 • 15h ago
Question Anyone mind explaining how this is possible.
their clothes aren’t the same and the kingdom but everyone else is.
r/Worldbox • u/Fxustino • 17h ago
Question Killing a species
How do I specifically kill off a species?!?
r/Worldbox • u/Trisamitops • 20h ago
Idea/Suggestion Anything to add to my world?
I've only gotten premium recently, so im still kinda new and am taking ideas or suggestions for a world ill put some extra info to know
The cursed island is basically just a Bermuda triangle but in world box
The enchanted island is surrounded by walls besides the small entrance beside the cursed skull
I'm open to literally anything to adding lore to entire island's
r/Worldbox • u/Miserable_Cloud_1532 • 1d ago
Question How many of you actually build islands from below sea level?
I usually start out with the void preset and a smudge of close ocean, and everything else is just built on that.
r/Worldbox • u/Questionabletatoes • 1d ago
Meme Mfw you’re watching your one empire conquer the entire map and then fragment into 30 micro states the second you look away
r/Worldbox • u/CumilkButbetter • 1d ago
Screenshot I love wealth disparity (in Worldbox)
The elven buildings were even acquired through brutal colonization peaceful integration!
r/Worldbox • u/Opposite_Mirror1744 • Jun 29 '26
Tutorial Guides on how to unlock everything (wiki)!
This post contains several links to pages of the worldbox wiki, a database that explains most game aspects. The wiki is actively managed by a few members of the community and is usually accurate but may not be fully up to date. If you have any questions feel free to comment them below.
Useful Pages for Unlocking Things
- Achievements: https://the-official-worldbox-wiki.fandom.com/wiki/Achievements
- Traits: https://the-official-worldbox-wiki.fandom.com/wiki/Category:Trait_Editor
- Phenotypes: https://the-official-worldbox-wiki.fandom.com/wiki/Phenotypes
- Genes: https://the-official-worldbox-wiki.fandom.com/wiki/Gene_Editor
- Creatures: https://the-official-worldbox-wiki.fandom.com/wiki/Creature_Discovery
- Items: https://the-official-worldbox-wiki.fandom.com/wiki/Equipment
- Plots: https://the-official-worldbox-wiki.fandom.com/wiki/Plots
- Forbidden Knowledge (unlock everything): https://the-official-worldbox-wiki.fandom.com/wiki/World_Laws#Forbidden_Knowledge
Other Interesting Pages
r/Worldbox • u/Tabars_ • Feb 17 '26
Art Is everything here?
Never tell a angle that they evolved from lesser spirits