It would be nice if the “Automatically Upgrade” buildings function was more granular so specific building types could be selected for upgrade other than just residences. So for a given building there could be an “Upgrade” button and an “Upgrade All Buildings of this Type” button.
Generally, upgrading buildings in this game ought to be slightly changed - presently the player can only order a building to be upgraded, if all the building materials are in stock, which doesn’t really make much sense.
It makes perfect sense. When you first put a building down to be built, you are reserving a space on the currently level enough terrain (play Arid Highlands or that other hill map to find out why that’s important). There’s a functional difference between empty space, and a building placed with construction disabled.
You’re not reserving any space when upgrading a building, since the space is already occupied by the original building.
How does it make sense?
I literally just explained it. You quoted it right there.
I think what he means is that placing a new building allows for you to target a plot even if you don’t have the materials, and upgrading does not which is inconsistent. If you have the materials to upgrade one guard tower, for instance, you can pause the game and select each tower to be upgraded but not have the materials to upgrade all of them. In this way, you still have to wait for the materials to be produced before upgrades will continue, but they will happen without constant monitoring of each building. So being able to upgrade a building without all the materials ready should be no different.
What I really want though is for decorations to at least give you an upgrade arrow when they can be upgraded. Presently, I have to find every small garden I have hidden away in between houses to select them and see if they can be upgraded.
Upgrade arrows on gardens should be toggled as optional only. Many of us simply love to not upgrade some gardens and parks, to get more variety and rustic feeling in some areas of our towns. That’s why arrows are not shown for gardens and parks. Can be maybe made as an option to toggle on/off in the menu of course.
Which will then rob you of those resources for other things that need them. Also your use of builders will be incredibly inefficient because they will be going for the minimum amount of that resource produced by a worker at a time ie: If you need Planks, your builders will be going over to pick up 4 at a time, as will all other workers reliant on Planks.
That would be up to the player to decide how best to make their builders and laborers more efficient. Oerum just wants to have that option in the player’s hands, as we would be able to elect to upgrade a building and then turn that on or off as needed to control when supplies are conserved or used when available.
I think it would be cool if we could get a new UI to open up listing all the buildings and upgrades pending, their status (on or off and what materials are needed) and be able to rank them in order of importance or at least have 3 or 4 different priority groups.
KeySmasher understands my point perfectly - I am fully aware that ordering more upgrades (or ordering more buildings for that matter) than the town currently has supplies for is going to be inefficient - I just want that to be an option. In essence, I don’t think it is the job of the game designer to force the player to run as efficiently as possible. The game should certainly reward that, as it does now.
Furthermore, WhileyCat, it does not seem to me that you explained why the current state of affairs makes sense at all. The game does indeed allow you to place a building and then disable construction to reserve space, but that’s not the default setting. It is however an option a wise player can use his advantage. The way upgrading is treated currently, would be the equivalent of having the default being that you can place buildings on the map to reserve space, but only actually order construction to begin once you have the requisite resources.
Apart from forcing the player to be more efficient, how does it make sense?
I would love a way to earmark resources for upgrades. you can game the system by hitting upgrade on as many buildings as you want with the resources for a single upgrade however until you get the single building resources saved you cant upgrade. like upgrading the town centre takes a lot which is good but would be great if they could trickle in slowly while normal town operations take place
IMO, the game constantly trying to entire me to upgrade wells / Hunter Cabins when I’m saving those iron bars for a more significant upgrade becomes an eyesore. I’d like there to be the option to have shelters set for automatic upgrades, and only shelters. That way I can save my upgrades for more substantial buildings.
There was an above poster who mentioned upgrades for things like small gardens; I can’t tell you when this functionality came about, but selecting any Tier 1 decoration will also highlight all other Tier 1 decorations that have the potential to be upgraded. This is a very nice QoL feature for figuring out which decorations have not been upgraded yet.
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