

It has separate map, but some resources, like coins, supplies, diamonds overlap with your main world.

As such, they shouldn't take 8 hours! Even 1 hour rebuilds are reasonably costly at times (can I check back promptly after that hour to restart the buildings?) and will still make people have to make the decision as to whether it's worth it.On 3rd of January, 2019 Forge of Empire introduced new addition to the game – Cultural Settlements. You lose effectively *all* of your production in rebuilds for the duration - making up 8 hours of production over a couple remaining days would require a *massive* increase in efficiency. Reduce 8 hour construction times to 4 hours or less. The potential would be there at least though. I'm not sure this alone would really cause people to use mead halls as you'd still need to have unlocked wool and have spent a significant number of goods before you ever get it.

All techs would still ultimately need to be researched, but one could choose which ones they leave for last and never use. If I decided I wanted a mead hall I could choose *not* to spend goods on the earlier techs and get it early enough that it could make an impact. The research order could not be forced.

Some of it could be offset by less goods needed to unlock the buildings but it's not a simple balancing act and I think the settlement would ultimately need to be at least a little longer. It's probably too late for that though as significant changes increasing the length of viking settlement runs would meet with much outrage from a population that largely doesn't like the feature to begin with. This would mean almost half of the settlement's needed goods could be made after all buildings are available. The final quest instead could be 'have 200 of each viking good'. The quest line could not be finished pretty much immediately after the last tech. IF they wanted to fix it (and that's a big if), there's a few things they could do Mead hall is perhaps the worst offender, but it's not like I build Old Willows, or Clan houses ever either. The viking settlement tech system as a whole is a bit of a dud.
