Hi!
We all, at certain point, run out of specific items (figurines, blueprints or whatever else) and sometimes it may take weeks if not months until you're lucky enough to get one from monsters, wheel, sunken or spawn chest etc...
Needless to say, non-donators suffer from this frustration more severely, but here's a suggestion that could benefit us all.
General idea is, that in addition to random drops everywhere, there would be a way to obtain a specific item too (over time, with significant cost involved to avoid the feature being overpowered). Equippable items would be excluded, as there's plenty of idols to toy with gear already...
Here's a few possibilities how it could work:
First of all, in all cases the cost to obtain a specific item would be related to total production of the whole kingdom (cos 10k of every resource might be a struggle in classical age but 50k of everything a sneeze in reneissance).
1). A building you can construct in town (1 per kingdom perhaps?), similar to shrine-library-seminary, where a percentage of your resources is converted towards creating the item of your choice. As with science, the higher the level, the faster the generation. Could plug it somewhere into medieval or reneissance tech tree perhaps...
2). Similar to (1)above, but idol of some sort instead, found in your 2nd (3rd?... 4th? town).
3). A resident npc-trader who can be found in your 2nd (3rd?... 4th? town), may or may not have a quest involved, also asks for a percentage of your recources (might be needed to allow completing the task in chunks, cos for some expensive items the storages possibly wouldnt be enough...)
4). A npc-trader that pops randomly in secondary cities (just like monsters, animals and chests) over a certain period, rest same as in (3) above.
To avoid the feature become too overpowered, perhaps some kind of cooldown would be required. For example, you can only obtain max. 1 item per week this way, or, at minimum 3...7 days must pass before the trader returns, etc...
The cost of the resources to obtain a specific item could be based on a simple formula: X=A*B*C,
where X is the overall resources cost to get the item, A - kingdoms total resource production, B - item value in enkord cash in the shop, C - a modifier of developers choice.
There are probably a lot more possibilities how this feature could work, but i hope you got the general idea...
So, please keep the suggestions coming, and just maybe, one day it could happen...:)
Regards, savipats