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Sisren
Forum Warrior
Joined: 03 Feb 2012 Location: PA, USA Status: Offline Points: 446 |
Topic: Demolish Option: Common Grounds, Paddock Posted: 28 Jul 2012 at 04:24 |
With the addition of the new buildings, can we gain an option to demolish the paddock and common grounds to level 0?
Dev Team, if we will not have this option, would you kindly post a reasoning why?
Much appreciated.
Sisren
Dark Consul of Peace
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RatuJone
Greenhorn
Joined: 15 Jul 2011 Status: Offline Points: 67 |
Posted: 28 Jul 2012 at 04:36 |
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This seems to me a splendid idea even though I can't see me using it for the foreseeable future. To have that option will make managing upcoming new buildings that much easier and it shouldn't be detrimental to anyone (group) in particular. I support this bid!!
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I'm pretty Harmless, really :)
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Sisren
Forum Warrior
Joined: 03 Feb 2012 Location: PA, USA Status: Offline Points: 446 |
Posted: 31 Jul 2012 at 01:44 |
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Ok, since this isn't getting any attention, could someone from the DEV team explain the reason why we can't do this?
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Cerex Flikex
Forum Warrior
Joined: 11 Apr 2012 Location: BC Status: Offline Points: 211 |
Posted: 31 Jul 2012 at 02:09 |
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They should be built like the other buildings I say.
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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 31 Jul 2012 at 04:55 |
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Agreed, I only build horses in like two of my cities.
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Albatross
Postmaster General
Joined: 11 May 2011 Status: Offline Points: 1118 |
Posted: 31 Jul 2012 at 11:48 |
Three thoughts spring to mind:
- Politically, re-purposing Common Ground would land you in trouble with the townsfolk.
- It would upset the game balance.
It's fairly arbitrary whether towns are extended to have two more plots, or these (Paddock, Common Ground) are allowed to be re-assigned.
- A paddock is essential for a first town.
Although I wasn't here for UI v1 (I narrowly missed it), it looks like these plots were intended as eye candy, and as essentials that a player couldn't forget to build (you do want horses for the caravans in your first town, right?). I suppose that making these plots repurpose-able would fulfil your needs, without ruining it for newbies.
Edited by Albatross - 31 Jul 2012 at 11:50
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dunnoob
Postmaster
Joined: 10 Dec 2011 Location: Elijal Status: Offline Points: 800 |
Posted: 31 Jul 2012 at 14:07 |
The potential problem with new players trying to build, say, a cottage, instead of a paddock is apparently already addressed by the proposal: It would take them to (1) upgrade paddock to level 1, (2) research demolition, (3) destroy the paddock level, (4) build the cottage. But I guess the devs want more friction and more specialization, and therefore this good idea won't fly.
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Turgor
Greenhorn
Joined: 08 Nov 2011 Location: London Status: Offline Points: 80 |
Posted: 08 Aug 2012 at 17:15 |
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so yet again all races barring elves lose out...
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JimJams
Forum Warrior
Joined: 20 Sep 2011 Location: Italy Status: Offline Points: 496 |
Posted: 26 Sep 2012 at 13:45 |
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+1, please let us decide what we want to keep in advanced cities. If you have concern about new cities and players, just make demolish those buildings only available after a specific research to be done, deep in the tree....
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DeathDealer89
Postmaster
Joined: 04 Jan 2012 Status: Offline Points: 944 |
Posted: 26 Sep 2012 at 18:59 |
Turgor wrote:
so yet again all races barring elves lose out... |
Curious how you came up with that regarding paddock and common ground?
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