Please, let me burn it down!

One of the things that kind of annoyed me in GalCiv 2, and is currently still in GalCiv 3, is the indestructible buildings.  You know, some of those 1 per planet or 1 per civilization buildings that the game won't allow you to tear down once they are built.  That is irritating for many reasons.  One reason is that as my tech level increases, and I gain better terraforming abilities, I often want to do some rezoning of my worlds.  Like keeping factories grouped up here, research facilities grouped up over there, certain specials in this area, etc.  I mean really until you have the best terraforming tech you can get, you just don't have any idea how to plan the layout of your worlds because the landscape can change so much as you progress through the tech trees.  And you get many of those indestructible buildings way before you will ever get the best terraforming tech.

Another big reason that it irritates me that there are buildings you can't tear down, is just because conceptually that seems silly.  It's like how could we not be able to tear down a building we built ourselves, and rebuild it somewhere else?  Is this building somehow immune to any razing equipment or weaponry we have?  If so why aren't we building all of our combat ships out of this apparently invulnerable material?  Anything that we can make, we should be able to destroy.

So come on devs, let me burn down those buildings! (And rebuild them somewhere else)  :D

 

3,546 views 8 replies
Reply #1 Top

This bugs me at times also but some of the game mechanisms make this hard to do.  Not that they could not be solved but it creates other issues.  E.G. You build a building that gives you 5 ideology points and spend them to get .. say 3 ships/colony.  Now you destroy the building that gave you the points, that gave you the ideology, that gave you lots of war ships;  what would you propose happens?

Reply #2 Top

I would propose nothing happens.  You built the building and got the points, great.  If you destroy the building, great.  You will probably want that building back anyways since it gives other nice bonuses.  You don't get more points for building it again, but you can put it in a better location if you want.  It isn't like using the building just to gain 5 ideology points and then getting rid of the building forever is going to be game breaking.  Random events that occur get you 10 points, and you don't even have to waste your time constructing a building on your planet to get them.

 

Reply #3 Top

Sorry aerez, i gotta disagree.  As i said there are times when i really want to be able to do this; just allowing it would be game breaking (IMO).  This is just one example likely not the best but build, get points, destroy, repeat .. would let you blow through the entire ideology system in a very limited number of turns.  Many less than through colonization or waiting for random events.  If there is a good way to do it, I'm for it,  But right now i don't see it.

Reply #4 Top

Quoting a0152570, reply 3

Sorry aerez, i gotta disagree.  As i said there are times when i really want to be able to do this; just allowing it would be game breaking (IMO).  This is just one example likely not the best but build, get points, destroy, repeat .. would let you blow through the entire ideology system in a very limited number of turns.  Many less than through colonization or waiting for random events.  If there is a good way to do it, I'm for it,  But right now i don't see it.
End of a0152570's quote

To be fair, aerez said one shouldn't get ideology points for rebuilding the same building on the same planet.

Reply #5 Top

Im 50/50 on this i dont like not being able to remove certain buildings on the other hand would you tear down the CN tower and rebuild it just because you diddent like where it was and if you did what would people think? 'That was an engineering marvel when it was built... This is just a cheap clone.'

Reply #6 Top

Quoting BuckGodot, reply 4

To be fair, aerez said one shouldn't get ideology points for rebuilding the same building on the same planet.
End of BuckGodot's quote

True, sorry aerez.

But, as much as i might want it ... still think burn baby burn creates more problems then it solves.

Reply #7 Top

I think the reason why they went this way is that the ai doesn't upgrade one per planet to something better. If the ai doesn't upgrade one per planet when they resrarch better yhen i would rather have it this way. Why would you destroy a super project. If the ai could optimise this then i would want it. Personally i would use the exploit to optimise it.

Now concerning ideologies. I think the points should be added togethe,  and then averaged for type. I think if you build one type of buildings it should eliminate the other two types. It's cheesy the current way. This would require you to triple the ideology cost. It's kindof cheating to choose whatever tree you want. If you do it this way it is at least based on choices you make. 

Reply #8 Top

Quoting admiralWillyWilber, reply 7

Why would you destroy a super project
End of admiralWillyWilber's quote

Simply to make better use of cross tile bonuses later in the game .. better layout after terraform

Quoting admiralWillyWilber, reply 7

This would require you to triple the ideology cost. It's kindof cheating to choose whatever tree you want. If you do it this way it is at least based on choices you make.
End of admiralWillyWilber's quote

Good point.  I just think that a civilizations ideologies, once "set/picked" should take some effort to change. Even if it is only unrest (happiness) during a transition time.