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IDProjectCategoryLast Update
0017591Stars Beyond ReachSuggestionOct 1, 2015 3:41 pm
Reporterptarth Assigned To 
Status newResolutionopen 
Product Version0.912 (Act II, Pollution, Blueshirts V2) 
Summary0017591: Construction Yards
DescriptionCurrently construction yards have the same problem that scouts have, you don't want them around because they don't contribute much. Until you need them, then you want tons of them. As it stands don't build many of them, until I drop down 5-10 of them to hurry something up because I'm lazy.

My suggestion is to use the maintenance building need to require construction yards. Have maintenance be required by most buildings (like crime, fire, etc), and have it be provided by construction yards. Then perhaps change the other maintenance building to provide "advanced maintenance" or something such. This way, like fire and police, you'll always drop 1 in territories. Additionally, your sophisticated building territories would then require more of them to keep things running.

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Peons

Oct 1, 2015 3:41 pm

reporter   ~0043192

Alternate suggestion as well, why not make construction yards a global build increase? Maybe decrease their effectiveness to boot, but I agree with ptarth. I typically dump yards just to speed some of the longer buildings up, and as long as I don't need the space they stay until I need the slots. Then they get Ol' Yellered.

Issue History

Date Modified Username Field Change
Oct 1, 2015 3:38 pm ptarth New Issue
Oct 1, 2015 3:41 pm Peons Note Added: 0043192