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Salvina View Drop Down
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Direct Link To This Post Topic: Limited Plots. I need to be creative
    Posted: 30 Aug 2012 at 23:26
1. Can I demolish my Carpentry, Stonemason and Foundry once I make my  Fletcher, Blacksmith and City Wall?
2. Will I be able to level the  Fletcher, Blacksmith and City Wall once I do?
3. Will I be able to make a Bowyer, Forge, Chain Armourer, Swordsmith and Plate Armourer?
Please help.
 


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Bonaparta View Drop Down
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Direct Link To This Post Posted: 30 Aug 2012 at 23:32
Yes to all.

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Rill View Drop Down
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Direct Link To This Post Posted: 31 Aug 2012 at 02:54
You need a stonemason level 5 to do the research to make a siege workshop.  A siege workshop is not really needed in most cities, but it's handy to have the research completed.

You might also think about your city specialization.  If you plan to have a lot of troop upkeep reduction buildings, a resource boost building for the relevant resource might be important in the long run.  However you could just rebuild it when you need it.
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Direct Link To This Post Posted: 31 Aug 2012 at 03:04
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Salvina View Drop Down
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Direct Link To This Post Posted: 31 Aug 2012 at 03:04
Thank you both.

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Tordenkaffen View Drop Down
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Direct Link To This Post Posted: 31 Aug 2012 at 14:15
Salvina  - your T2 buildings consume basic resources - so before you tear down carpentry, foundry etc. - you should have formed some idea of how much your future T2 buildings will cost you - otherwise you could go into a basic resource deficit - and that aint fun at all. 

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Direct Link To This Post Posted: 31 Aug 2012 at 14:55
No building is ever a pre-requisite of any other building (AFAIK).  Pre-requisites for buildings are research (which can't be destroyed).  For any given research chain (Timekeeping->Craftsmanship->level 7 iron mine->Smelting->level 5 foundry->Smithing->level 10 blacksmith->Forging->level 1 forge->Plate Armourer->Plate Armourer), it's now possible to destroy earlier buildings once you've completed any research further in the chain.  Since that is so consistent, I wonder if it's for game logic or for coding logic (the distinction is pivotal).  I wonder if this is as planned (ie. will never change) or is an unintended consequence of the app design that the devs will "fix" later on?  Illy originally (up to a little less than a year ago) had 25 buildings and 25 building plots.  People didn't have any reason to destroy buildings so there was no question about whether it was correct to destroy a building earlier in a research chain.  The way things worked implicitly depended on people not destroying buildings because why would they bother?

I bring this up because originally you could build cotters and then destroy the cottages.  Players did this.  Then the devs "fixed" this and then cotters were destroyed when the cottages were destroyed (or as soon as the cotter returned).  As of today you can build diplo units and destroy the consulate and the diplo units come and go just fine.  This seems at odds with the "intended" cotter behavior.  I wonder if the diplo unit behavior has been overlooked (because the coding "correction" hasn't been implemented there) or is as intended.  Widening my wonder, if they overlooked the diplo behavior or simply haven't gotten around to fixing it then I wonder the same about the building chains now that we see a lot of players destroying buildings earlier in the research chain (myself included).  Is it a flaw in the game logic that exists strictly because of how things were coded that they will "fix" later on?  Or, is that how the game is supposed to work?

I'm not sure what the intent of the game designers is, although the implementation is clearly as people here have stated.  I do not know if I feel these thoughts are words of caution or a question that someone can answer?

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Direct Link To This Post Posted: 31 Aug 2012 at 17:09

I am fairly sure they are not going to change the things stated in the initial question. I thought it used to be the same with vans as with diplos (you can demolish market place and still maintain your vans). But I think the benefit of a consulate (diplo visibility and the possibility to reconstruct diplos) will result in a very different behaviour compared to cotters (makes much more sense to demolish them). And also the change of the cotter behaviour (just after implementation) is not as drastic as the change of the diplo behaviour would be. But you cannot know what will be changed in the future.

However, I think there is and always (?) has been a reason not to build all your buildings to a maximum, at least if you do aim for efficiency/maximum tax income and a positive food production. It does not make much sense to build a level 20 Tannary and Saddlemaker, if you do not have enough cows to feed them. At the same time the additional food requirements force you to claim "too much" sov which again forces you to decrease your taxes in order not to run negative research.

I also highly agree with Tordenkaffen. But you will only need foundry, klin... in a very late state of the (well planned) city development (apart from the research). So it can be good to demolish, build cotters and harvest, depending on your play stile.

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Direct Link To This Post Posted: 31 Aug 2012 at 19:30
Originally posted by Salararius Salararius wrote:

No building is ever a pre-requisite of any other building (AFAIK).
That's what I thought until I wanted to unlock some new research requiring a forge 1, and needed a blacksmith 10 for the forge 1. Dead  
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Direct Link To This Post Posted: 01 Sep 2012 at 04:49
Originally posted by dunnoob dunnoob wrote:

Originally posted by Salararius Salararius wrote:

No building is ever a pre-requisite of any other building (AFAIK).
That's what I thought until I wanted to unlock some new research requiring a forge 1, and needed a blacksmith 10 for the forge 1.Dead  

You required blacksmith 10 for the forge 1 or the "forging" research? 
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