I recently noticed that some planet-unique buildings can not be destroyed (to make room for more suitable ones, or just to move them to a better position). I wasn't sure whether this was a bug until I noticed other planet-unique buildings can be destroyed just fine!
At the very least this is an inconsistency that the UI should warn about! It's quite easy to place such a building on a suboptimal position early in the game, when most building types haven't even been unlocked, and you don't know yet where you will be able to unlock additional tiles.
This is double annoying when you start the game only with planet-unique buildings that can not be destroyed and don't have the option to build anything else. Welcome to the synthetic race: at the start of the game, the only things you can use your social construction on are the Planetary Mainframe and the Planetary Extractor. Both are not bad at the start of the game, but with rising populations, even the lowliest factory type quickly eclipses the usefulness of these buildings. If only they could be replaced. But they can't.
For all I know this problem may only relate to the Synthetic Race and some of their buildings. But it's possible there are other planet-unique buildings that also can't be destroyed.
Please: if there is a specific reason that some of these buildings cannot be destroyed, you must warn about that in the description, before it's being built. Otherwise please make the behavior consistent, one way or another.
This is intentional, and I agree such improvements should have a warning in the tooltip of said improvement.
I'll ask if we can add this in the next patch.
I realize that this is intentional for many of the buildings, e. g. Galaxy Wonders and Capitals. I'd also understand if upgrades to special resources* were indestructible, but they are not. I do not understand the reasoning for planet-unique buildings in general: most of them are destructible. Why not all? (Or all indestructible to be consistent? Then at least you'd know what to expect.)
Anyway, whatever the reason, I don't need to be able to cook to enjoy a meal. But I'm not enjoying the meal served to Synthetic races: they only have a choice of two indestructible buildings at the start of the game. Ok, and the ship yard - but why do we even have to explicitely build a ship yard anyway??** There's no sense at all not to rush build it and start building ships on turn 1!
Even if the odd choice of adjacency and leveling types (of the Yor Extractor and Mainframe) were fixed to the point that they remain relevant to a race who can and will raise their pop to extreme levels, every advanced player knows that the tiles a planet starts with are often not the best ones to put central improvements on!
* P.S.
Just an aside: I've noticed that when there are tiles for 'mining' special resources, these are called 'trade resources'. Why?The AI are not offering remotely enough (and I'm talking of those where I'am supposed to have a diplomatic advantage), but at the same time they charge through the nose when they have to offer some of their own. That's not my understanding of 'trade'!
**P.P.S.:
What I meant is: why doesn't everyone get to start with a shipyard already there like how it was in the original base game, before Crusade? (and besides: how were the initial ships built without a ship yard?)
If you prefer the old start, start with a constructor and build a shipyard.
First let's why they made some wonders indestructable, and not others.
It started with the Brindles Observatory. This wonder gives you a free planet, and that was it. Gamers complained that all you had to do was destroy the wonder after you built it. I had no problem with this, even though this is a little cheesy. To fix this they made all wonders indestructable. Then several players complained similar to this that some buildings actually need moving later. The attempted balancing fort this is to make the buildings that don't do things after you initially build them that are galactic achievements indestructable. If they messed this up go ahead and report this.
The reasoning Brad gave for you to require building a shipyard if you wanted one was to give different ways you could start your game.
What a load of BS. How many of you never ever rush build a shipyard(or build one with a constructor, if you start with them) at the start of the game? Its like chopping off one leg for the hell of it.
I almost always (but not every single time) rush the shipyard. So what? Let us all complain about something that really means nothing after turn one, ok?
As for the ship yard, since the introduction of administrators, using constructors for shipyards doesn't make sense. (Unless you use the double constructor explait that I've reported.)
As for Galactic wonders, and even player-unique buildings, I don't mind those are indestructible.
As for the improvements that I explicitely mentioned, these are the synthetic variants of planetary hubs, and the non-synthetic ones (e. g. Space Elevator) are destructible. That's why I posted this.
If this is intended, I have no idea why.
I was referring to free constructors upon game start...
I never rush build, would rather mercenaries.
I never rush-build a shipyard(i also dont use constructors for it),
with the settings i play with it would be just a wast of money
I mentioned that I always rush the ship yard because every turn wasted diminishes your long turn productivity, If you think that building it normally is fast enough, fine. But even then my point holds: that it doesn't make sense not to have a ship yard on your home world.
I'd even go so far as to say it would make more sense to start with a ship yard and without ships, than the other way round! Then you can decide what to build from turn one dependend on what you need, based on what you see in your vicinity: see a planet? - build a colony ship. See a manufacturing relic? - build a constructor. See an Artifact ? - build a survey ship. See nothing? - build scouts.
If you want to start with a shipyard but not ships, take the constructor options and build a shipyard turn one. Boom, problem solved.
Exactly, but people love to complain. Logic makes no sense to them.
And no, it doesn't solve the problem, if you chose to name it so: the issue I've reported is that the synthetic planetary hubs are indestructible. I've explained why that is a problem (useless later in the game, no choice of long-term-useful improvements to build at game start), and in a P.P.S. I've mentioned just another weird issue (the removal of ship yards) that I've noticed in this context.
Please note that with respect to ship yards, it's not that they're missing - I know how to build one. It is the lack of explanation or even remotely sensible reason why they were removed in the first place. Also note that it doesn't matter whether you choose to use a constructor, build it normally, or rush it. My point is that no one will complete a game without a ship yard at their home world.
The only answer I received on this topic is that it was done "to give the player more choice". But in fact, removing the ship yard is forcing a 'choice' on the player, because it makes no sense at all not to have a ship yard! If it were added back in, that would give the player more choice, because then he could decide to build whatever ship he likes on turn one, and on top of that (rush-)build something useful on the home world!
Please see my post above. If you know of any logic able to explain the issue I've rported originally, or the reason why ship yards were removed, you're welcome to point it out.
You've already said that. And I answered I'm no going to waste valuable administrators like that.
And I've neglected to mention that you get your admin points refunded when you build a shipyard with a constructor.
Thank you, I actually didn't know that. Will try.
I doubled checked myself at it appears to be the case even with the starting constructor, which is only fair given its deducted from your starting admin cap.
Personally I prefer the 3 scout start...lets just say they were assembled on the planet and call it a day.
It was my impressions that the admins needed for the starting ships are not deducted from the starting cap. Therefore I don't like the 3 scouts option. I either choose two constructors for the free admins, or the colony ship for the admin and an early pop boost (2B is nothing to cough at when you only have 5B, and, as Synthetic, won't be able to grow pop any time soon).
That is correct.
All the same I still prefer the three scouts because:
1) Otherwise I'd end up spending a nontrivial amount of credits rushing out scouts anyways
2) They have a higher sight range than anything you can build on your own even with +2 density
3) For me the early game is about quality over quantity, I like to be the first to get to any precursor worlds or high quality planets
4) Even with the +1,2 admin points arent enough to change the number citizens I end up specializing as administrators early game
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