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You can use this for map editors, and sandbox, and even adjust stuff on buildings (like clicking on a building, holding a button to show radial commands, and able to choose what to do with it, rather than rely on the bottom of the UI to click 1 option for 1 action.
Idk if other people share my playstyle, but I am rarely updating one building at a time. By the time I am in a position to upgrade from 'makeshift' quality, I'm typically upgrading multiple at once.
Upgrading a building now:
- click on building
- move mouse to upgrade button
- click on button
- move to confirmation button
- click on button
That is 3 clicks with a mouse movement after each, all to upgrade a single building once! Oh, I want to upgrade the 8 houses I've built simultaneously? I'm clicking and moving my mouse 24 times. To upgrade them through 5 tiers? 140 clicks to upgrade those 8 houses in a single game!
If you have 'Upgrade' as a selector tool the same way you have for 'Dismantle' or 'Pause', you reduce overall clicks for this process by 2/3rds. Any UX expert will tell you, that's a massive gain!
BTW I wear a forearm and elbow brace to reduce pain from repetitive stress injuries, so reducing clicks is more than about convenience! Honestly RtR, while one of my fav games, is also one of the most click intensive, and honestly more so because of design choices than necessity.
Still ignored by the dev, still no hotkey. Sigh.