[.86][UI suggestion] Remove the 'build' option for resources - just build automatically!

As the title says: is there any reason a person would NOT build on a resource they have in their territory, and have the technology to build on? The only techs that wouldn't be automatically built on would be the ones that a civ might not have access to, and those could have the option to be razed. Otherwise, though, hitting 'build' is just extra clicking

2,773 views 10 replies
Reply #1 Top


Unless you don't have the money/resources/materials to build it. If it didn't cost anything at all to build, then yeah, I could see doing that.

Reply #2 Top

I would rather they make building on these resources some kind of opportunity cost. But if they're not going to take that route then yes they should do as you say... :(

Reply #3 Top

Quoting C0LDsteel, reply 1

Unless you don't have the money/resources/materials to build it. If it didn't cost anything at all to build, then yeah, I could see doing that.
End of C0LDsteel's quote

 

It takes money to build resource collecting buildings? I had no idea. I thought it was just time.

Reply #4 Top

It takes money? I think it costs production that you can't use in your queue for other things, but I don't think it costs anything.

I think it would be cool to auto-build when these are in your Zone of Control (one less thing to micro-manage), but if it was destroyed it would cost money/production to rebuild, and then only after a period of time elapsed.

Reply #5 Top

Quoting Lord, reply 4
It takes money? I think it costs production that you can't use in your queue for other things, but I don't think it costs anything.
End of Lord's quote

 

It doesn't cost money to build it, but they have a maintenance cost in Gold. I think each one costs 1 Gold/turn in maintenance. I'm not sure about Wheat Farms, but I know each Shard costs 1 Gold/turn. Stables cost 1 Gold/turn.

Reply #6 Top

I know there was a maintenance cost for shards and other things, but in .76 I could click on the resource and see that. When I tried to do that recently, FE wouldn't let me because the shard was close to my city, so it treated it like part of my city. Can you click on more remote resource to see the maintenance costs?

If this is still the case where these items cost gildar/turn, this mechanic really needs some visibility or change to being free. When you Build, there's no reference to an on-going cost!

Reply #7 Top

All non-money generating resources cost 1 gildar per turn.  There are frequently times when I could build a resource and I do not do so to save on costs.  A good example is if there is a Fruit Grove (+1 Grain) near my city.  I could build it, but having +1 Grain does absolutely nothing for me until I start to run low on food, so why pay the upkeep costs when I don't need the resource yet?

- Manii Names

Reply #8 Top

It'd be good to just remove the maintenance cost AND make them auto-build. Saves the micromanagement without changing game play much.

If they must keep it the current way, somewhere it needs to say that Building something costs 1 gildar/turn. It would also be good to be able to click on the resources you've built, even if they're adjacent to the city.

 

Reply #9 Top


Stick to manual building.

Auto build would basically make destroying them when at war innefective. Unless the enemy parks troops on them it makes it pointless to destroy them. Meanwhile it should have been the other way around, the player should have to protect them. The player should have to put troops to protect them, having to rebuild them is the penalty for not protecting them.

Reply #10 Top

Destroying them could have a rebuilding cool down. And a cost to rebuild, too (in Gildar). So, there would be an advantage in destroying them (lost benefit over time and money needed to rebuild). It would need to be well-balanced, but I think it could work.