Nikos Posted August 17, 2014 Share Posted August 17, 2014 I think that they should make it to where you can choose to use or disable a building. because I will soon have a steel mill and I wont have any coal after a wile of using it. Quote Link to comment Share on other sites More sharing options...
Shellhound Posted August 17, 2014 Share Posted August 17, 2014 (edited) This should be in the suggestions thread shouldn't it? But if you run out of coal the steel mill stops producing anything and if you want you can just delete it and buy something else until you've got enough coal again to buy another. Edited August 17, 2014 by Shellhound Quote Link to comment Share on other sites More sharing options...
Administrators Alex Posted August 17, 2014 Administrators Share Posted August 17, 2014 You can always buy coal on the market too, you don't need to make it all yourself. Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
SoS Posted August 17, 2014 Share Posted August 17, 2014 It's a good idea. I suggested it before. Â Would it be a pain to make it so we can toggle on/off refineries/mills, Sheepy? Quote Link to comment Share on other sites More sharing options...
Emmad Posted August 18, 2014 Share Posted August 18, 2014 Indeed. But technically they are out of action when you run out of resources. I understand where you are coming from though! Quote Link to comment Share on other sites More sharing options...
SoS Posted August 18, 2014 Share Posted August 18, 2014 Stuff happens where you have to choose between powering your cities or refining gas or steel. It happened to me during my first war. It hurts to decom a refinery to keep the lights on during a war. So, it's not for nothing. Â If it's not too hard to code, I don't see why it shouldn't be done. Quote Link to comment Share on other sites More sharing options...
Richard Smith Posted August 18, 2014 Share Posted August 18, 2014 Â Â Â Disabling a building, just as you suggested, may make the game less of a challenge. A game that makes you think and have a dilemma is a game that is exciting and challenging. Quote Link to comment Share on other sites More sharing options...
SoS Posted August 18, 2014 Share Posted August 18, 2014 A nation that must demolish a building rather than turn it off in order to direct resources to a priority is ridiculous. Quote Link to comment Share on other sites More sharing options...
Shellhound Posted August 18, 2014 Share Posted August 18, 2014 A nation that must demolish a building rather than turn it off in order to direct resources to a priority is ridiculous. it's an extra 30 seconds of clicking? I really don't have an issue with it either way though. Quote Link to comment Share on other sites More sharing options...
Jarl Matt Posted August 18, 2014 Share Posted August 18, 2014 It is an issue when you demolish it to prioritise and then cant afford to build it again... that takes the biscuit. Quote 1x Gentleman of Economics @ TSG 1x Leader @ TSG 1x Minister of Prosperity @ TEL 1x Adviser @ TEL First Recipient of the Order of the Jarl @ TEL - Honoring service to the alliance. 1x Associate @ tS Link to comment Share on other sites More sharing options...
Blaskowicz Posted August 19, 2014 Share Posted August 19, 2014 This is actually a very good idea. Turning off-on buildings to assign resources accordingly would detract nothing from the strategic part (as that building is still taking up valuable infra space and power) and allowing more flexibility with economies of nations. Quote Link to comment Share on other sites More sharing options...
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