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  <title>Ideas for WorldBox - IdeaBox</title>
  <subtitle>Ideas for WorldBox - IdeaBox as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://ideabox.featureupvote.com"/>
  <id>pr_pmdgxfs8k5vdsyb</id>
  <updated>2023-10-16T08:25:45Z</updated>
  <entry>
    <title>HOW TO USE THIS BOARD - ONE IDEA PER TICKET</title>
    <link href="https://ideabox.featureupvote.com/suggestions/254690/how-to-use-this-board-one-idea-per-ticket"/>
    <id>sug_4mkh11xqfolmrm0</id>
    <published>2021-12-05T14:07:15Z</published>
    <updated>2023-03-03T13:10:46Z</updated>
    <content type="text/plain">Heyyyyyy there, World Builders!&#13;
&#13;
Please leave only one idea/request per suggestion!&#13;
&#13;
We love to read them all, but for ideabox to work we need to keep it orgranized.&#13;
&#13;
You can always send more separate ideas.&#13;
&#13;
Thank you for understanding!</content>
  </entry>
  <entry>
    <title>brainiacs</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721193/brainiacs"/>
    <id>sug_ptcrrntpu45dopo</id>
    <published>2026-07-13T22:49:01Z</published>
    <updated>2026-07-13T22:49:01Z</updated>
    <content type="text/plain">Una nueva raza su cerebro es su cabeza ojos amarillos y un traje azul y blanco Son muy inteligentes y tienen muchas neuronas pero odian a todas las razas sin importar Qué son avanzan muy rápido y viven entre 10-13 años&#13;
1 mes de nacido: cumple entre 2-6 años&#13;
5 meses de nacido: cumple entre 7-9 años       1 año de nacido: cumple Entre 10-13 años&#13;
2 años de nacido: cumple entre 14-15 años&#13;
3 años de nacido: cumple entre 16-17 años&#13;
4 años de nacido: cumple 18 años&#13;
5 años de nacido: cumple entre 19-24 años&#13;
6 años de nacido: cumple entre 25-27 años&#13;
7 años de nacido: cumple entre 28-34 años&#13;
8 años de nacido: cumple entre 35-40 años&#13;
9 años de nacido: cumple entre 41-49 años&#13;
10 años de nacido: cumple entre 50-60 años&#13;
11 años de nacido: cumple entre 61-69 años&#13;
12 años de nacido: cumple entre 70-75 años&#13;
12 años de nacido: cumple entre 76-80 años</content>
  </entry>
  <entry>
    <title>Centro de aceptar misiones del Dios</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721191/centro-de-aceptar-misiones-del-dios"/>
    <id>sug_puio4qmihqgznkw</id>
    <published>2026-07-13T22:34:29Z</published>
    <updated>2026-07-13T22:34:29Z</updated>
    <content type="text/plain">Algunos reinos fundaron un centro de aceptar misiones de Dios si un humano Tuvo una misión de Dios y no sabes si hacerlo o no probablemente pueda ir al lugar y pueden tardar entre 30-50 años en ese lugar hasta que acepte la misión también se queda a dormir ahí el lugar tiene habitaciones y comida para ellos el lugar tendrá un líder que les estará ayudando si el líder muere se escogerá a uno de los humanos que Dios le dio una misión y que se volvió sabio como el nuevo líder hasta que finalmente acepte la misión para salvar</content>
  </entry>
  <entry>
    <title>El cerebro de Dios</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721188/el-cerebro-de-dios"/>
    <id>sug_dh7cjbaffhyhjbe</id>
    <published>2026-07-13T22:25:28Z</published>
    <updated>2026-07-13T22:25:28Z</updated>
    <content type="text/plain">Que haya un objeto que ahora que invoque una estatua dorada que tendrá un círculo invisible Que hará que los animales no ataquen a los humanos si un humano se acerca el jugador podrá machucar el cerebro y darle misiones Estas son las opciones que propongo&#13;
1 libera a tu pueblo&#13;
2 salva a la humanidad&#13;
3 llega el fin del mundo&#13;
4 van a pasar 5 desastres en diferentes años</content>
  </entry>
  <entry>
    <title>Having abilities while controlling a person</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721182/having-abilities-while-controlling-a-person"/>
    <id>sug_1ahkzaxi77bck58</id>
    <published>2026-07-13T21:39:47Z</published>
    <updated>2026-07-13T21:39:47Z</updated>
    <content type="text/plain">We should be able to have abilities when selecting a certain player ex:&#13;
A person has the necromancer staff and when we control him we are able to spawn skeletons&#13;
Based on traits of what thye have like healing, we should be able to use that also</content>
  </entry>
  <entry>
    <title>Lions, Manes Trait, Tigers.</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721138/lions-manes-trait-tigers"/>
    <id>sug_ixbyhujhmttwgbc</id>
    <published>2026-07-13T17:47:42Z</published>
    <updated>2026-07-13T17:47:41Z</updated>
    <content type="text/plain">Lions and Tigers would be added as well as a new trait... MANES! Male Lions would commonly have the Mane Trait and Female Lions commonly wont. If a female Lion has a mane then they would also be infertile (real thing irl.)&#13;
For Male Lions the mane would be either dark brown to a normal brown, for females it would be slightly lighter then the Lionesses skin color. For other animals who have the Mane trait it would either be darker or slightly lighter than the skin color of the animal.&#13;
The buffs a mane would give would be +50 Health, -20 Mana &amp; Stamina, +10 Warfare</content>
  </entry>
  <entry>
    <title>The viewer that makes video’s</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721134/the-viewer-that-makes-videos"/>
    <id>sug_r4ohkqa0l8ftqse</id>
    <published>2026-07-13T17:15:05Z</published>
    <updated>2026-07-13T17:15:05Z</updated>
    <content type="text/plain">The viewer is an creature that can only live when the player is possesing the viewer just like crabzilla the viewer can not interact with the world and other creatures can not see the viewer as the viewer you can take an video wich gets saved and can be shared&#13;
the viewer is not visible on video’s and you can edit them with text balloons after recording how the viewer looks lik can be chosen by the devolpers</content>
  </entry>
  <entry>
    <title>Monstruos</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721025/monstruos"/>
    <id>sug_dirjldluzklh3si</id>
    <published>2026-07-12T22:42:17Z</published>
    <updated>2026-07-12T22:42:17Z</updated>
    <content type="text/plain">Que en la versión principal del juego este monstruos Qué son Drácula (que viven entre 175-200 años) Frankenstein (que vive entre 60-66 años) momia (que vive entre 85-100 años) y hombre invisible (que vive entre 77-80 años) y se puede conseguir gratis por un logro donde tiene que poner la era donde el cielo se pone rojo y poner humanos si en el año 1.000 hay más de 550 humanos el jugador tendrá que acabar con toda la humanidad de las formas más crueles posibles y conseguir el logro pero si el jugador lo quiere conseguir fácilmente lo puede conseguir con el Premium</content>
  </entry>
  <entry>
    <title>El humano que fundó su reino</title>
    <link href="https://ideabox.featureupvote.com/suggestions/721023/el-humano-que-fundo-su-reino"/>
    <id>sug_xwyz6tafff4pxuo</id>
    <published>2026-07-12T22:20:04Z</published>
    <updated>2026-07-12T22:20:04Z</updated>
    <content type="text/plain">Si un aldeano está muy lejos de su reino una acción gratis hará que él funde su propio reino esto podría dar más historias</content>
  </entry>
  <entry>
    <title>Selective Breeding and Domestication</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720989/selective-breeding-and-domestication"/>
    <id>sug_r4qkbjr9tfbqqqc</id>
    <published>2026-07-12T15:05:32Z</published>
    <updated>2026-07-12T15:05:32Z</updated>
    <content type="text/plain">Civilization can selectively breed their crops so to make different cultivars, you check their currently created cultivars by looking a a list found at their culture box, also civs can domesticate animals and tame them, using them as livestock for meat, milk wool etc, which can also be selectively bred, but inbreeding can cause deformities. Also some animals can be ridden and used as cavalry.</content>
  </entry>
  <entry>
    <title>Addition of personality traits and resulting changes in behavior</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720984/addition-of-personality-traits-and-resulting-changes-in-behavior"/>
    <id>sug_tnq9zyueepioyf8</id>
    <published>2026-07-12T13:52:09Z</published>
    <updated>2026-07-12T13:52:09Z</updated>
    <content type="text/plain">There may be some incorrect expressions.&#13;
It would be wonderful to introduce "personality" elements and see behavioral changes based on those traits. I believe personalities should be diverse and complex.&#13;
Here are a few examples:&#13;
"Mischievous"&#13;
Plays pranks on units with whom they have a close relationship.&#13;
"Benevolent"&#13;
Maintains a friendly attitude regardless of nationality or race and seeks to help other units.&#13;
"Selfish"&#13;
Attacks other units or deceives those with the "Benevolent" trait when desiring equipment or money.&#13;
"Malicious"&#13;
Refuses to interact with other units and quickly becomes aggressive when stressed.&#13;
"Prejudiced"&#13;
Dislikes other nations or races, frequently voicing complaints or engaging in harassment.&#13;
"Indifferent"&#13;
Does not actively seek to interact with others, but develops a strong attachment to a partner once a friendship or romantic relationship is established.&#13;
"Stoic"&#13;
Does not show complaints or tears in public but harbors deep inner sorrow and seeks emotional support.&#13;
Combining these personality traits could give rise to new behaviors. For instance, a combination of "Malicious" and "Mischievous" might lead to excessive pranking, while a mix of "Benevolent" and "Indifferent" could result in showering a close companion with extraordinary affection (such as obsessively searching for a way to resurrect a deceased friend or building a grave and visiting it with abnormal frequency).&#13;
Units might also embark on journeys, set out to defeat dangerous enemies, seek new knowledge, or engage in various forms of leisure or altruistic activities.&#13;
Furthermore, the personalities of the citizenry might shift to some extent depending on the personality of the nation's leader.&#13;
Some personality traits might be innate, while others could be acquired or lost as the unit grows and develops. For instance, a "compassionate" unit might acquire "malicious" traits following a tragic event in its childhood, or fall into deep despair and become "indifferent."</content>
  </entry>
  <entry>
    <title>Customize gods for religions in worldbox</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720901/customize-gods-for-religions-in-worldbox"/>
    <id>sug_ad8xgjkmndhhapy</id>
    <published>2026-07-11T17:18:37Z</published>
    <updated>2026-07-11T17:18:36Z</updated>
    <content type="text/plain">It would be fun to customise the gods for the nations' religion, I think the developers would be interested I hope it would be fun to add that</content>
  </entry>
  <entry>
    <title>Hybrid breeds</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720900/hybrid-breeds"/>
    <id>sug_blwqct1avqniffl</id>
    <published>2026-07-11T17:10:58Z</published>
    <updated>2026-07-11T17:10:58Z</updated>
    <content type="text/plain">To breed two different creatures would make a exciting thing and more creativity can be used to make the game more interesting to breed different creatures is a really fun thing to have right</content>
  </entry>
  <entry>
    <title>Nuclear weapons</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720899/nuclear-weapons"/>
    <id>sug_jj46yih41h7jvkl</id>
    <published>2026-07-11T17:04:56Z</published>
    <updated>2026-07-11T17:04:55Z</updated>
    <content type="text/plain">Even is medieval times, but if as god can use them &#13;
&#13;
Why not let kingdoms have nuclear weapons?&#13;
&#13;
But there would be rules who will have who will not &#13;
&#13;
Tsar type would be more for empires big strong kingdoms and regular nuclear weapon would be to but some tiny empires can have. But there can be chaotic . Some of kingdoms would sign they will not use , or dont let other to have it. &#13;
&#13;
Adding uranus to game , i didnt thinked how would look nuclear factor in medieval era.    But write your opinions guys .</content>
  </entry>
  <entry>
    <title>Norse Mythology Creatures &amp; Gods</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720878/norse-mythology-creatures-gods"/>
    <id>sug_vyq5sga0we2ztaf</id>
    <published>2026-07-11T09:22:27Z</published>
    <updated>2026-07-11T09:22:27Z</updated>
    <content type="text/plain">Feature Request: Norse Mythology Creatures &amp; Gods&#13;
&#13;
I would love to see more content inspired by Norse mythology added to WorldBox.&#13;
&#13;
The game already has mysterious elements like the Monolith and the Singularity, making the world feel larger than a simple medieval fantasy. However, the mythology side still feels limited.&#13;
&#13;
Instead of adding new worlds, I would love to see legendary Norse creatures and gods appear naturally in the existing world.&#13;
&#13;
Suggested Features&#13;
&#13;
- Powerful Norse gods such as Odin, Thor, Loki, Freya, Tyr, Heimdall, and Hela.&#13;
- Legendary creatures such as Fenrir, Jörmungandr, Sleipnir, Nidhogg, Huginn &amp; Muninn, and Valkyries.&#13;
- Mythological bosses that can randomly appear as world events.&#13;
- Divine powers and blessings that influence kingdoms.&#13;
- Rare artifacts inspired by Norse legends, such as Mjölnir, Gungnir, Draupnir, and Gjallarhorn.&#13;
- New disasters and mythological events inspired by Ragnarök.&#13;
&#13;
Dwarves and Elves are already in the game, so this suggestion focuses on expanding mythology with iconic gods, creatures, relics, and legendary events instead of adding new races.&#13;
&#13;
I think these additions would make WorldBox feel much larger and more alive. Kingdoms wouldn't just fight each other—they would also have to survive legendary creatures, divine conflicts, and ancient beings that can change the fate of the world.&#13;
&#13;
Thank you for creating such an amazing sandbox game!</content>
  </entry>
  <entry>
    <title>Add different races</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720870/add-different-races"/>
    <id>sug_osgdgecc41k9o6x</id>
    <published>2026-07-11T07:56:47Z</published>
    <updated>2026-07-11T07:56:46Z</updated>
    <content type="text/plain">I think different races should be added, just like the animals in the game, so that they can develop their own religions, languages, civilizations, and architecture .....&#13;
Just like the European region has Southern Europe, Northern Europe, Eastern Europe, and the Asian region has West Asia, South Asia, Southeast Asia, Mongolia, East Asia, and Xizang.This can make the game more fun and diverse.</content>
  </entry>
  <entry>
    <title>El humano que fundó su pueblo</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720853/el-humano-que-fundo-su-pueblo"/>
    <id>sug_uundwqhehkggdbp</id>
    <published>2026-07-11T01:45:43Z</published>
    <updated>2026-07-11T01:45:43Z</updated>
    <content type="text/plain">Que en el juego haya una opción gratis dónde sí un aldeano está fuera del pueblo el objeto le ponga hará que funde su propio pueblo esto le podría dar más historias</content>
  </entry>
  <entry>
    <title>Merge alliances</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720845/merge-alliances"/>
    <id>sug_orqa2hhn1rx5pmv</id>
    <published>2026-07-10T21:32:15Z</published>
    <updated>2026-07-10T21:32:14Z</updated>
    <content type="text/plain">Alliances can form into single nations</content>
  </entry>
  <entry>
    <title>Revolts take on city names</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720843/revolts-take-on-city-names"/>
    <id>sug_a6ybawzmotvicht</id>
    <published>2026-07-10T21:21:03Z</published>
    <updated>2026-07-10T21:21:03Z</updated>
    <content type="text/plain">Instead of a random name, revolts keep the name of the city they were from, or the nations name.</content>
  </entry>
  <entry>
    <title>The Magical Revolution</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720792/the-magical-revolution"/>
    <id>sug_ox20xlufuefswbw</id>
    <published>2026-07-10T14:03:27Z</published>
    <updated>2026-07-10T14:03:27Z</updated>
    <content type="text/plain">I am using Google Translate, so there may be some incorrect expressions.&#13;
I feel that the current magic mechanics are lacking, so I would like to propose some new spells and system changes.&#13;
"Laser"&#13;
As the name suggests, this spell fires a laser beam. It is also possible to imbue the beam with elemental attributes.&#13;
"Petrification"&#13;
An extremely rare spell that turns the target into stone. Petrified units become immobilized semi-permanently, though they can be restored by healing from the player or other units. It would also be good to include a spell that counters this effect.&#13;
"Explosion"&#13;
As the name suggests, this spell triggers an explosion.&#13;
"Psychic Powers"&#13;
Allows the user to employ telekinesis to push or crush opponents, as well as move themselves at high speeds.&#13;
"Transformation"&#13;
Temporarily boosts abilities.&#13;
"Rejuvenation"&#13;
Using this spell makes the user younger or halts the aging process.&#13;
Next, I will outline the systems I have devised.&#13;
First, I propose allowing individual characters to learn magic. This should significantly expand the scope of the game.&#13;
Second, I suggest making mana decrease when magic is used. Currently, mana does not deplete upon casting spells—though this might be a bug.&#13;
Third, I propose having the scale of the magic vary based on level or traits. It feels unnatural for a twenty-year-old warrior to cast the exact same magic as a warrior who has spent decades fighting with magic.&#13;
I plan to post any further ideas I come up with in the comments.</content>
  </entry>
  <entry>
    <title>Make the orcs aggressive again</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720691/make-the-orcs-aggressive-again"/>
    <id>sug_tqurpdzisckibk8</id>
    <published>2026-07-09T17:05:27Z</published>
    <updated>2026-07-09T17:05:27Z</updated>
    <content type="text/plain">Make the orcs aggressive again like how they used to be before the update like when they would kill and attack every peaceful creature in the game but would be nice to the aggressive creatures please make the orcs aggressive again</content>
  </entry>
  <entry>
    <title>Throne succession following the current king's children</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720647/throne-succession-following-the-current-kings-children"/>
    <id>sug_ipwl81ezaatvym9</id>
    <published>2026-07-09T13:30:53Z</published>
    <updated>2026-07-09T13:30:52Z</updated>
    <content type="text/plain">It would be interesting if, regarding the succession to the throne (provided no specific culture option is active), the heir were always the current king's firstborn. When a new king ascends the throne, his eldest son should automatically become the next heir. Often, I want to follow a specific royal lineage, but the throne ends up passing to the king's brothers—who are already old—instead of his children, causing the former king's line to be lost to the kingdom.</content>
  </entry>
  <entry>
    <title>Better war,war goals,fighting</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720641/better-warwar-goalsfighting"/>
    <id>sug_nhonloqtxru4nab</id>
    <published>2026-07-09T12:12:44Z</published>
    <updated>2026-07-09T12:12:43Z</updated>
    <content type="text/plain">Add better war goals for example: seige,loot,conquer better coordination and the bttr use of the commander of each army and better fighting for example: more effects and dying effects</content>
  </entry>
  <entry>
    <title>Horses, Cavalry, and Carriages.</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720590/horses-cavalry-and-carriages"/>
    <id>sug_vkiew0m4jqhijc4</id>
    <published>2026-07-09T02:56:55Z</published>
    <updated>2026-07-09T02:56:54Z</updated>
    <content type="text/plain">Horses are just another regular type of animal, but they can be changed by a kingdom. Horses can be made into cavalry, used by armies to go faster and have more protection. They can be kept in stables, and can come in many colours. Horses can also drive carriages. Which are like boats, having many stages, like a simple wagon all the way to a royal one.</content>
  </entry>
  <entry>
    <title>Internal Parties, Ideological Revolutions and Surprise Attacks!</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720551/internal-parties-ideological-revolutions-and-surprise-attacks"/>
    <id>sug_00navc8bqx5cc5p</id>
    <published>2026-07-08T18:18:51Z</published>
    <updated>2026-07-08T18:18:51Z</updated>
    <content type="text/plain">I don't know exactly how this works. I'm new here, please be kind! &#13;
&#13;
I would love to share my ideas to make kingdoms, diplomacy, and citizen life much deeper and more dynamic in WorldBox. Here is the full concept:&#13;
&#13;
1. &#128202; INTERNAL PARTIES &amp; REVOLUTIONS&#13;
Add political factions inside kingdoms based on civilian thoughts (like Militarists who want non-stop wars, or Merchants who want trade treaties). If a party gets too unhappy, it triggers an "Ideological Revolution" (a real civil war) to change the government type, rather than just creating a random new kingdom.&#13;
&#13;
2. &#128081; SYSTEM OF GOVERNMENTS &amp; TRAITS&#13;
Introduce different types of governments like Mercantile Republics or Agrarian Collectivism. Citizens born under a specific government would gain unique dynamic traits. For example, a republic could grant a "Free Thinker" trait (more culture, less obedience), while a military regime grants "Disciplined" (more armor).&#13;
&#13;
3. ⚔️ KINGDOM RIVALRIES &amp; DIPLOMACY&#13;
Add a "Historical Rival: [Kingdom Name]" status in the kingdom description screen. Rival kingdoms will refuse friendly peace treaties and will always harbor tension toward each other.&#13;
&#13;
4. &#128299; SURPRISE ATTACKS &amp; SABOTAGE&#13;
Before declaring an open, front-line war, kingdoms could send a few hidden soldiers into enemy territory at night to perform special operations, like sabotaging resources, burning granaries, or ambushing trade caravans.&#13;
&#13;
5. ⚽ MEDIEVAL SPORTS&#13;
To make peacetime more fun, citizens could play a primitive ball game (like medieval football) in the village squares. This would increase citizen happiness and could even spark funny cultural rivalries if one village keeps beating another!&#13;
&#13;
6. &#128220; CAPTURE &amp; CONVICTION (EASTER EGGS)&#13;
When a revolution ends, the defeated King could face a quick, pixel-art execution (like a small guillotine dropping) using the game's classic, bloodless death animation. Also, adding funny fourth-wall-breaking Easter Eggs, like a civilian shouting "PEEPING TOM!" if you tap them repeatedly while</content>
  </entry>
  <entry>
    <title>Have members of clans, prioritise having lovers from different clans to simulate royal marriages</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720486/have-members-of-clans-prioritise-having-lovers-from-different-clans-to-simulate-"/>
    <id>sug_5os6sizo88ipxmk</id>
    <published>2026-07-08T10:14:34Z</published>
    <updated>2026-07-08T10:14:34Z</updated>
    <content type="text/plain">Very simple, have a bias so that clan members will focus on having lovers from different clans to simulate royal marriages and politics. To build off of this allow for one person to hold multiple king and ruler titles, even if these titles are from different kingdoms, to simulate inheritance of titles from birth. If that leader rebels from its kingdom all of its cities which it rules will breakaway that are in that kingdom. Lastly if a clan member has a lover that is in not a member of any clan give that clan member a trait called "low born lover" which reduce their stewardship, diplomacy, and warfare significantly to simulate the disgrace of doing such an act, the likely hood of a member of a clan having a lowborn lover should be effected by traits i.e. traits like lustful, and content might increase these chances, while ambitious and deceitful reduce. Due to the fact that a leader can rule over two cities in two different kingdoms, if those two kingdoms go to war, the city which is a part of the aggressor kingdom will have reduced happiness and if a king and queen of two different kingdoms are lovers give a relation boost between the two kingdoms, maybe even force them into an alliance. Different combinations of leaders owning territory and these "royal marriages" should effect relations between kingdoms and the happiness of their cities.</content>
  </entry>
  <entry>
    <title>spieces that are mortal enemies</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720415/spieces-that-are-mortal-enemies"/>
    <id>sug_9lvju1hrsgg3jgx</id>
    <published>2026-07-07T21:26:07Z</published>
    <updated>2026-07-07T21:26:06Z</updated>
    <content type="text/plain">simple, &#13;
a way for a spieces to never capture a kingdom of a certain spieces but always purge and destroy them&#13;
like elves vs orcs&#13;
or angles vs demons</content>
  </entry>
  <entry>
    <title>Graves, Tombs &amp; Burial Traditions</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720409/graves-tombs-burial-traditions"/>
    <id>sug_puzlxnyddvucitv</id>
    <published>2026-07-07T20:52:29Z</published>
    <updated>2026-07-07T20:52:29Z</updated>
    <content type="text/plain">Every person should receive a burial based on their culture, religion, and status. Common people could have simple graves, soldiers could be buried in military cemeteries, and important characters such as kings, queens, heroes, generals, and scholars could receive tombs or mausoleums. These graves should remain for centuries, preserving the history of civilizations. Books could record where famous people are buried, making death, history, and exploration more meaningful. Over time, graves could decay into ancient ruins, creating archaeological sites for future civilizations to discover.</content>
  </entry>
  <entry>
    <title>More buildables with jobs and new sounds and, details for visuals.</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720380/more-buildables-with-jobs-and-new-sounds-and-details-for-visuals"/>
    <id>sug_kpp67c3yddgiblq</id>
    <published>2026-07-07T17:50:49Z</published>
    <updated>2026-07-07T17:50:48Z</updated>
    <content type="text/plain">Smithy/forge : this will include a new job = blacksmith. It will include level of it like when it just got built it won’t create such good weapons, but when it gets upgraded it has higher chance to forge legendary weapons, but its still low but its higher than before levels. Instead of weapons being crsfted out of nowhwere there actually is a smithy, but only the smithy can make weapons, no smithy = no weapons and armor production. (When they forge there should be sounds like the grinder, etc etc.)&#13;
&#13;
Market stalls : there will be a place with market stalls, they are people who trade, and also most stalls should be made by hunters, farmers, basically any job that can make food for the people makes stalls. There can be people going up and buying the stuff until the stock runs out.&#13;
VISUAL DETAILS &#13;
1. visible armor with a color patch showing the color of the flag, think about poland, but flipped to the side and used as a patch to identify what you are (red and white). and also make the armor visible not just a shield and a sword with armor and no helmet, there should be visible armor like when you put bronze  armor and weapons on a unit it dosent show the armor and only the sword is visible.&#13;
&#13;
SOUNDS&#13;
1.make so when the ai fights with a sword, axe, spear, hammer, etc etc (but not hands) there is a chance to hear sword clash, and when that dosent happen you hear a sword swing and hit the enemy.&#13;
2. Make so when armies walk to fight  or march somewhere in the city they will make a marching sound. And add footstep sounds for npcs (but they will be quiet so litsen closely)</content>
  </entry>
  <entry>
    <title>New Ultra Pumpkin</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720316/new-ultra-pumpkin"/>
    <id>sug_blxgusfj0ghciqn</id>
    <published>2026-07-07T11:00:56Z</published>
    <updated>2026-07-07T11:00:56Z</updated>
    <content type="text/plain">Hes a big pumpkin to rival Crabzilla he can send lil pumpkins and super pumpkins by clicking the screen u force all lil pumpkins to go there or kill a creature if u clicked a creature. You can do a pumpkin nuke also add that to the destruction tab it’s stronger than a tsar bomb and makes super pumpkins instead of wasteland biome.</content>
  </entry>
  <entry>
    <title>Available on consoles</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720215/available-on-consoles"/>
    <id>sug_gstwqxvwdgiawzi</id>
    <published>2026-07-06T15:40:22Z</published>
    <updated>2026-07-06T15:40:21Z</updated>
    <content type="text/plain">Pls</content>
  </entry>
  <entry>
    <title>Status Effect</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720179/status-effect"/>
    <id>sug_eagxwaarwjm6u1y</id>
    <published>2026-07-06T12:42:29Z</published>
    <updated>2026-07-06T12:42:28Z</updated>
    <content type="text/plain">As this text was generated using Google Translate, it may contain unnatural phrasing.&#13;
Adding new status effects to WorldBox would further expand the game's possibilities.&#13;
Here are a few examples:&#13;
"Hypothermia"&#13;
Units afflicted with this status effect take gradual damage and suffer reduced movement speed, stamina, and intelligence.&#13;
"Heatstroke"&#13;
This status effect produces the same effects as "Hypothermia."&#13;
"Focus"&#13;
This status effect increases critical hit rate and evasion rate.&#13;
"Fear"&#13;
A status effect triggered when a unit takes massive damage at once. While under this effect, the unit will flee.&#13;
"Opportunity"&#13;
A status effect that occurs very rarely and briefly during combat. Performing an attack or using magic while this effect is active allows the unit to unleash an extremely powerful attack or spell.&#13;
"Madness"&#13;
If a unit's happiness is low, they may suddenly run to a random location, attack empty space, or become unusually talkative.&#13;
"Bleeding"&#13;
Units afflicted with this status effect take continuous damage and suffer reduced accuracy, evasion, attack speed, and movement speed. They may also occasionally become stunned.&#13;
"Indomitable Will"&#13;
An effect that can occur during combat. While in this state, the unit will not be stunned or flee (or rout).&#13;
"Holy Flame"&#13;
A persistent status effect that transfers to the nearest unit when the duration ends or the target unit dies.&#13;
While under this effect, the unit receives significant boosts to intelligence, vitality, stamina, attack power, movement speed, attack speed, and defense.&#13;
"Radiation Contamination"&#13;
Units afflicted with this status effect take gradual damage but may rarely acquire new traits.&#13;
Furthermore, if a contaminated unit reproduces, there is a possibility of producing deformed offspring or extremely dangerous mutants.</content>
  </entry>
  <entry>
    <title>Instant filling</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720168/instant-filling"/>
    <id>sug_xfo1agughduyjui</id>
    <published>2026-07-06T10:21:59Z</published>
    <updated>2026-07-06T10:21:59Z</updated>
    <content type="text/plain">Instead of drawing the ground with dirt etc  u can just throw a filler on it and it fills an Island immediately</content>
  </entry>
  <entry>
    <title>Some new mechanics in the game</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720154/some-new-mechanics-in-the-game"/>
    <id>sug_z9b1yskr1glfydz</id>
    <published>2026-07-06T08:55:20Z</published>
    <updated>2026-07-06T08:55:19Z</updated>
    <content type="text/plain">1 - Horses and wagons. It would be nice, if in the game would be some more transportation except ships. And some more actions with ships would be nice too. &#13;
2 - Further development. Humans (and other races) are developing maximum till the middle ages/renaissance and that's it, it would be cool if they lived till the modern era, world wars, modern days, and maybe some kind of future, with cyber-implants and spaceships for example. And it's strange that people when they spawning, they already now what they need to do, and they build civilizations, this game needs some kind of stone age. And maybe some more technologies, like cannons or castles maybe.&#13;
3 - Political ideologies, and another political mechanics (republics, federations, elections, people support and other.). It would be fun to watch how, for example, orcs are making dictatorship like Mussolini's, or dogs are making the Soviet Union. And some ethnical groups are also important for my opinion.&#13;
4 -  Creatures redactor. A new part of menu where you can create your own creatures.&#13;
5 - Bigger worlds. I want to create a bigger world, to place there much more humans and other races in the game.</content>
  </entry>
  <entry>
    <title>Drop tools directly into town reserves</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720124/drop-tools-directly-into-town-reserves"/>
    <id>sug_mkoohkwb2edhmmj</id>
    <published>2026-07-06T03:32:43Z</published>
    <updated>2026-07-06T03:32:43Z</updated>
    <content type="text/plain">Via loot rain and/or the menu</content>
  </entry>
  <entry>
    <title>Tool that makes a specific civillian king</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720123/tool-that-makes-a-specific-civillian-king"/>
    <id>sug_5lta46zps9bjxb4</id>
    <published>2026-07-06T03:24:58Z</published>
    <updated>2026-07-06T03:24:58Z</updated>
    <content type="text/plain">With the tool equipped, you click on the civilian you want to make a king.&#13;
It'd be cool if this worked based on what borders they're currently within rather than what kingdom they're part of so that you can get different species to rule each other (ex. evil mage clicked within demons' borders to rule that kingdom without needing to start a war first)</content>
  </entry>
  <entry>
    <title>Crab update</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720112/crab-update"/>
    <id>sug_gzhw7nnaonnxhv8</id>
    <published>2026-07-06T00:56:23Z</published>
    <updated>2026-07-06T00:56:23Z</updated>
    <content type="text/plain">Crabs in cabs which rap about kebabs whilst they dab in a lab</content>
  </entry>
  <entry>
    <title>weapon stat boosts for the users hp, crit, dmg, etc that we can customize</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720099/weapon-stat-boosts-for-the-users-hp-crit-dmg-etc-that-we-can-customize"/>
    <id>sug_78pnc1lfioyd7zi</id>
    <published>2026-07-05T23:12:26Z</published>
    <updated>2026-07-05T23:12:26Z</updated>
    <content type="text/plain">I think it would be cool if we could make weapons buff stats when we do a legendary forge we can change if they add hp, damage, crit, etc and customize it by how much to make them more op definitely our favorite weapons and ones we want to be overpowered</content>
  </entry>
  <entry>
    <title>More Creatures</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720087/more-creatures"/>
    <id>sug_9y0hoyzxrtw83qy</id>
    <published>2026-07-05T21:28:05Z</published>
    <updated>2026-07-05T21:28:05Z</updated>
    <content type="text/plain">Since candy monster have golem, why don't we add more variant? Magma golem, Ice golem, Golem, etc. &#13;
&#13;
Golem spawn naturally and depending on what variants. Some are hostile, some are peaceful.</content>
  </entry>
  <entry>
    <title>controller support</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720041/controller-support"/>
    <id>sug_of9mej22s2gzqwu</id>
    <published>2026-07-05T14:42:42Z</published>
    <updated>2026-07-05T14:42:42Z</updated>
    <content type="text/plain">Pls make it</content>
  </entry>
  <entry>
    <title>Single Unit Reincarnation</title>
    <link href="https://ideabox.featureupvote.com/suggestions/720037/single-unit-reincarnation"/>
    <id>sug_fmrgccs7kcx5vg7</id>
    <published>2026-07-05T14:16:27Z</published>
    <updated>2026-07-05T14:16:27Z</updated>
    <content type="text/plain">There needs to be a trait that lets a unit get reborn after death. Like if a unit dies the next baby born after in that subspecies would end up being that unit and would keep either all the traits they had in there past life or be born with the same traits they were born with in the start of there previous life. This could also be added as an option for whole subspecies but I'd like to see this option be available for single units as well</content>
  </entry>
  <entry>
    <title>Multiple Farms per City</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719977/multiple-farms-per-city"/>
    <id>sug_tfx7yzewdksszfo</id>
    <published>2026-07-04T23:43:06Z</published>
    <updated>2026-07-04T23:43:05Z</updated>
    <content type="text/plain">If you have large cities with more than 1000 people, one farm isnt enough to sustain the whole city.</content>
  </entry>
  <entry>
    <title>CONTROLING THE TRADE AND ECONOMY</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719942/controling-the-trade-and-economy"/>
    <id>sug_hdqs10jl3gkmnqn</id>
    <published>2026-07-04T17:08:07Z</published>
    <updated>2026-07-04T17:08:07Z</updated>
    <content type="text/plain">We can see,and edit how is the kingdom economy goes, if we want to punish them we can Decrease the value of money, gold and even the stocks of their foods and resources so we can make fun of the other kingdoms</content>
  </entry>
  <entry>
    <title>Relations inter-especes</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719939/relations-interespeces"/>
    <id>sug_klpp0j4k4h6vgm9</id>
    <published>2026-07-04T16:46:48Z</published>
    <updated>2026-07-04T16:46:48Z</updated>
    <content type="text/plain">Je voudrais qu'il y a plus de sous-espèces donc il faudrait des relations inter-especes pour ajouter un grain de follie et d'amusement au jeu &#13;
Merci et bonne journée</content>
  </entry>
  <entry>
    <title>New features</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719892/new-features"/>
    <id>sug_ywnotyxs1skmddw</id>
    <published>2026-07-04T05:00:00Z</published>
    <updated>2026-07-04T05:00:00Z</updated>
    <content type="text/plain">I am using Google Translate, so there may be some unnatural phrasing.&#13;
I would like to see some new traits added.&#13;
For example:&#13;
"Terrifying": Units with this trait cause a drop in happiness among others who witness them or interact with them. You could also add a trait that negates this effect.&#13;
"Villain": Units with this trait may team up with nearby units sharing the same trait to attack others. Unlike the "Insane" state, they might flee after achieving a specific objective or even have a change of heart if defeated in battle by a powerful unit."Arch-Villain"&#13;
This trait applies to units that commit acts even worse than those of a standard "Villain." While they may conspire with other "Arch-Villains" or "Villains," their misdeeds are far more heinous. For instance, they might plant bombs to blow up people and buildings, or provoke powerful, hostile units and lure them into town, ultimately leading to the town's destruction.&#13;
"Strong"&#13;
This trait causes the target to be sent flying when struck. The distance the target is launched depends on the attacker's attack power, though it is reduced based on the target's weight and specific traits.&#13;
"Absorption"&#13;
This trait absorbs the level of an enemy upon defeating it.</content>
  </entry>
  <entry>
    <title>Placeable different types of trees, ores, different types of houses and give dragon,ufo statue trait</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719877/placeable-different-types-of-trees-ores-different-types-of-houses-and-give-drago"/>
    <id>sug_mzsgnqef3aznrk4</id>
    <published>2026-07-04T02:12:23Z</published>
    <updated>2026-07-04T02:12:23Z</updated>
    <content type="text/plain">To place down a specific tree type or colour instead of using the fertiliser to try to find the specific tree type or colour and place able bone ore thing and the rare ore I took me forever to find one and I want to give it to the units and the different houses types I want to place down so I can turn the in to living things and giving the ufo and dragon the statue trait cause I’m making everything in world box like all units types and kings and everything different trees and items and traits colours biomes and others stuff I hope u raid and upvote this or plan cause im doing it all without mods</content>
  </entry>
  <entry>
    <title>make mods more acessible</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719876/make-mods-more-acessible"/>
    <id>sug_mj8o7n2yyupxmlv</id>
    <published>2026-07-04T01:55:25Z</published>
    <updated>2026-07-04T01:55:25Z</updated>
    <content type="text/plain">please, ask r2modman to create a sector for people to post mods on it</content>
  </entry>
  <entry>
    <title>Boat Policy (Enable/disable)</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719832/boat-policy-enabledisable"/>
    <id>sug_d3nwawmqrz4k2gq</id>
    <published>2026-07-03T19:54:56Z</published>
    <updated>2026-07-03T19:54:55Z</updated>
    <content type="text/plain">Make a simply policy decision or culture trait to enable/disable boats. Sometimes I want to set up pre-contact empire and have them discover transoceanic voyage later, I want to see languages and cultures spread by land routes, before the age of colonization kicks in. Kind of ruins my global 1100s map if the Aztecs suddenly choose to sail to Siberia and colonize the coastline.</content>
  </entry>
  <entry>
    <title>Cupid arrow</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719799/cupid-arrow"/>
    <id>sug_gyssh6hih7phgfq</id>
    <published>2026-07-03T15:26:34Z</published>
    <updated>2026-07-03T15:26:34Z</updated>
    <content type="text/plain">You can select two mobs and make them fall in love. This can be ANY two mobs. No restrictions. Combine traits, genetics, subspecies traits, and if it's a weird romance (a rabbit and a crocodile) you may get some mutations in the baby. Used for roleplaying, drama, or "birth experiments" if your a strange, and probably psychopathic person.</content>
  </entry>
  <entry>
    <title>Cannibal Warfare Trait System</title>
    <link href="https://ideabox.featureupvote.com/suggestions/719718/cannibal-warfare-trait-system"/>
    <id>sug_jg7l6d6ipartbjh</id>
    <published>2026-07-03T03:42:23Z</published>
    <updated>2026-07-03T03:42:23Z</updated>
    <content type="text/plain">Add a new cultural or phenotype trait in WorldBox that allows certain enemy units to consume defeated opponents in battle. Units with this trait could restore a portion of their health after defeating enemies. This would create a unique survival mechanic that changes how some factions fight and endure wars. It would also make battles more dynamic by rewarding aggressive combat styles. Overall, it would add deeper storytelling possibilities and more varied world behaviors.</content>
  </entry>
</feed>
