Just curious... Some people are selling some AW because of the tournament changes. I think it is a shame that we can't transport AWs into inventory, but if you could, which would you put into inventory?
On beta I don't have any I'd put away.
I thought it was probably more to do with how complicated it would be because of all the levels. Each building has 35 levels so they have to do something for that. Remember how they said the converting so we could upgrade our event buildings turned out to be pretty complicated...Almost all, only the mayor military wonders will stay, the rest would be transported.
A nice trick (and maybe the reason why we cannot transport them) would be to place a maxed out watchtower, abyss, mountain halls, spring of youth in your city. build up your town using all the culture / workers you get and then transport them to your inventory.
Maximum profit, minimum tournament issues, and as said the most likely reason they arenty allowing it (assuming the devs have at least some brain, which is doubtfull as with even a single working braincell they would nog have created this mess in the first place)
I remember reading it was because they can be placed only once in a city, and it would require additional code to make it impossible to place when they are in inventory.I thought it was probably more to do with how complicated it would be because of all the levels. Each building has 35 levels so they have to do something for that. Remember how they said the converting so we could upgrade our event buildings turned out to be pretty complicated...
A 30-day CD on wonders should mitigate this except for a few extreme cases. Having 50,000 negative pop during events would be a decent deterrent.A nice trick (and maybe the reason why we cannot transport them) would be to place a maxed out watchtower, abyss, mountain halls, spring of youth in your city. build up your town using all the culture / workers you get and then transport them to your inventory.
Maximum profit, minimum tournament issues, and as said the most likely reason they arenty allowing it (assuming the devs have at least some brain, which is doubtfull as with even a single working braincell they would nog have created this mess in the first place)
Residences have 37 levels, I don't see how that's different.I thought it was probably more to do with how complicated it would be because of all the levels. Each building has 35 levels so they have to do something for that. Remember how they said the converting so we could upgrade our event buildings turned out to be pretty complicated...
A 30 day cool down would be excessive. I think 3 days would be enough. 30 days is a severe penalty if you discover your AW was more useful than you thought...A 30-day CD on wonders should mitigate this except for a few extreme cases. Having 50,000 negative pop during events would be a decent deterrent.
Residences have 37 levels, I don't see how that's different.
I have played through the whole chapter 15 with -55K pop, including a few events. It's not a big deal if you plan ahead.Having 50,000 negative pop during events would be a decent deterrent.
Having 50,000 negative pop during events would be a decent deterrent.
Indeed, it can be easily solved with some 1x1 event or Mana plant / gum tree buildings and single restauration spell.I have played through the whole chapter 15 with -55K pop, including a few events. It's not a big deal if you plan ahead.
I have played through the whole chapter 15 with -55K pop, including a few events. It's not a big deal if you plan ahead.
I was more thinking about the production/workshop quests: You kinda have to keep a turd town unless you want to do everything with 2-6 buildings. If you go turd town then the benefit of extra space from banking your wonders is diminished.Indeed, it can be easily solved with some 1x1 event or Mana plant / gum tree buildings and single restauration spell.
It's not a deterrent.
From my experience with ch16, you won't have resources for most of the upgrades during the chapter either (mostly seeds and/or orcs, in some cities even other resources).Also, you can't do any of the upgrades that you unlock in the chapter.
I kept a few ghetto buildings for quests. But with the latest quest structure even that is not critical - there are very few quests that require specific production durations (which can be solved with L1 buildings). Most of the quests nowadays are for total production amounts for which L1s are useless. And benefits of rushing the quest line are almost non-existent now.I was more thinking about the production/workshop quests: You kinda have to keep a turd town unless you want to do everything with 2-6 buildings. If you go turd town then the benefit of extra space from banking your wonders is diminished.
Indeed, even though for me it was more of an issue of space for upgrades rather than upgrade costs. All available space was used for guest race production, to power through that stuff ASAP. After chapter was done, it was time to rearrange and do the upgrades. Not to mention that some of the upgrades I have never implemented (like T2 upgrades).From my experience with ch16, you won't have resources for most of the upgrades during the chapter either (mostly seeds and/or orcs, in some cities even other resources).