I have never done so, but the function is there.
Tips, please. Thanks.
Under what conditions do you remove buildings?
Moderator: Pocus
Re: Under what conditions do you remove buildings?
When I inherit provinces with 6 level I food building or a amphora fabrica.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
There are also 10 kinds of people, those who understand binary and those who do not.
Re: Under what conditions do you remove buildings?
The amphora I destroy always as they hinder the growth, the food only if I need some other building right now.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
There are also 10 kinds of people, those who understand binary and those who do not.
Re: Under what conditions do you remove buildings?
I always purge structures that produce decadence from newly conquered regions. Whatever these structures do, if it can be done by other structures without decadence, then they are gone. As I believe you are, I have toyed with the idea of continual development, by recycling basic structures into higher ones in maxed out regions.
P.S. Deconstructing T1 buildings and adding T2 or T3 works as expected. The region just needs to maintain the basic three T1 and two T2 to get T3s and some reshuffling is required.
P.S. Deconstructing T1 buildings and adding T2 or T3 works as expected. The region just needs to maintain the basic three T1 and two T2 to get T3s and some reshuffling is required.
For new players: Grand Strategy AAR and Steam Guide: Tips for new players
Samstra's Trade guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1805684085
Samstra's Trade guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1805684085
Re: Under what conditions do you remove buildings?
There are some commonly deconstructed buildings I typically do not.
1) Monuments - +0.25 decadence means a +2.5 to the decadence equilibrium, adding 10 means that if my current ratio is < 4, a monument is worth it. (and really, when is my current ratio ever that high?)
2) Delicacy makers - while I typically don't build them, I don't deconstruct them either. The money is pretty darn good.
3) Slave markets - they're useful for moving slaves around, which is always useful.
There are some common buildings I typically DO deconstruct
1) Mercenary recruitment centers - I never recruit mercenaries, too expensive, I much rather upkeep with metal or manpower.
2) duplicate military buildings in a province - from what I understand, they provide less benefit, and it's really not worth the building slot.
3) most military buildings in a none-military province - Of course, walls can't be deconstructed, but many others can be I typically keep things like training camps and watchtowers that are free-slot
4) pleasure house chain - I don't find the decadence worth the benefits
1) Monuments - +0.25 decadence means a +2.5 to the decadence equilibrium, adding 10 means that if my current ratio is < 4, a monument is worth it. (and really, when is my current ratio ever that high?)
2) Delicacy makers - while I typically don't build them, I don't deconstruct them either. The money is pretty darn good.
3) Slave markets - they're useful for moving slaves around, which is always useful.
There are some common buildings I typically DO deconstruct
1) Mercenary recruitment centers - I never recruit mercenaries, too expensive, I much rather upkeep with metal or manpower.
2) duplicate military buildings in a province - from what I understand, they provide less benefit, and it's really not worth the building slot.
3) most military buildings in a none-military province - Of course, walls can't be deconstructed, but many others can be I typically keep things like training camps and watchtowers that are free-slot
4) pleasure house chain - I don't find the decadence worth the benefits
Re: Under what conditions do you remove buildings?
In reply to #2:
Military structures in the province capital give full xp value and up to three region structures in the same province give half value. However, it's not just xp value, but also the bonus to manpower and equipment costs that stack. With 10 xps for Empire and another 10 xps for Golden Age, I was producing level 3 units with 60 xps at a discount before turn 100.
Military structures in the province capital give full xp value and up to three region structures in the same province give half value. However, it's not just xp value, but also the bonus to manpower and equipment costs that stack. With 10 xps for Empire and another 10 xps for Golden Age, I was producing level 3 units with 60 xps at a discount before turn 100.
For new players: Grand Strategy AAR and Steam Guide: Tips for new players
Samstra's Trade guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1805684085
Samstra's Trade guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1805684085