Pax Augusta

Pax Augusta

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Upgrading/moving buildings?
Hi, some small feedback concerning the demo:

Currently the only way to upgrade building to a larger version is to demolish it (losing all material used when without special engineer) and building a new in its place. Same for moving incorrectly placed one.

This will hit extra if the building in question is a temple. Like the tutorial shrine, which cannot be replaced by a larger temple if we feel generous - but must be demolished (big penalties to population!) and build anew..

PS; Second issue I see - please allow us to build without a road. Just place the building, the construction can be halted until road appears.. but it is much easier to plan that way, instead of guessing where the road should go, then figuring our production buildings dont reach the resource (or stick outside of border), delete the road, remember exact coordinates where the new road would have to be etc.
TL;DR: it's a hassle. Versus: Place the buildings then connect them with missing roads knowing exactly where the road should be.
Last edited by veevoir; Mar 18 @ 7:22am
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Roger  [developer] Mar 18 @ 10:00am 
Originally posted by veevoir:
Hi, some small feedback concerning the demo:

Currently the only way to upgrade building to a larger version is to demolish it (losing all material used when without special engineer) and building a new in its place. Same for moving incorrectly placed one.

This will hit extra if the building in question is a temple. Like the tutorial shrine, which cannot be replaced by a larger temple if we feel generous - but must be demolished (big penalties to population!) and build anew..

PS; Second issue I see - please allow us to build without a road. Just place the building, the construction can be halted until road appears.. but it is much easier to plan that way, instead of guessing where the road should go, then figuring our production buildings dont reach the resource (or stick outside of border), delete the road, remember exact coordinates where the new road would have to be etc.
TL;DR: it's a hassle. Versus: Place the buildings then connect them with missing roads knowing exactly where the road should be.
Thank you for the feedback.
If you build an engineer building, you can train an engineer to give you a big amount of materials back if you destroy a building.
The street issue is mentioned by some others too. I don't think I can change the mechanics for the release. It would need a big change of some codes. I'm worried about adding new bugs. But after the release, I will try to work on that.
Thanks for the valuable feedback :)
I second this feedback! The building should just not work until you bring a road to it (with a floating marker on top so we know the road is missing).
OhhJim Mar 18 @ 12:30pm 
I agree with the OP. Trying to place a road to the non-existent Lumberjack building is a pain. It would be much easier to place the building first, so I can see where the road would go.
please put this issue on top of your backlog.
building buildings is pain in a$$ right now
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Date Posted: Mar 18 @ 7:19am
Posts: 4