"Auto Stop building production when its buff is over"
It would be a great help if there is an option like "Auto Stop building production when its buff is over".
Valuable production such as gold needs to be continuously buffed in order to gain profit.
The reason why so many players don't actually build it is that they will lose more resources if they won't buff or pause its production. Not all players have the ability to log-in anytime they want just to buff certain building. I don't think it takes a complicated programming just to add a function like that, so I hope it'll be implemented in the game soon ;)
Building only active when buffed
Hi,
I'm suggesting a checkbox in the building form with which you can set the building's behaviour to only to become active when its buffed and automatically goes to sleep when the buff expires.
What do you think?
Grtz Marduc
Merged
Stop production when buff ends
Would be great if the building details tab had an extra button to stop production when a buff that is currently running on that building ends.
Very useful for the fairytale castle - no more wasted beans!
Merged
Stop building after the buff is over
On the building's windows there would be a checkbox:
Stop building after the buff is over.
I think it would help rest of us
Merged
Auto-buff after build and after a buff expires
Hi,
would be nice if there is an autobuff key for each building.
For example, I want always my gold mines buffed with aunt irma's feast. So, would be great build the mine and already it is buffed if I have enough buffs in the star menĂ¹ (and maybe if one buff expires, the autobuff buffs again that building).
Thank you
Bye
Toggle for 'Pause Production when un-buffed' for workshops
Problem:
- Many varieties of buffs, workshop-specific buffs and therefore staggered *buff duration* throughout your isle
- Real life, sleeping, rare game unavailablity can result in workshops continuing production, unbufffed
- 'Expensive' production chains mean running unbuffed is costly, or unbalances production (e.g. wheat fields exausting on farm/silo unbalance, high level mines running unbuffed, costly materials 'wasted' during unbuffed production periods)
- Applicable to a range of player levels
Proposal:
- For all workshops, have a (default to 'off') toggle which can be user selected per workshop to 'production runs only whilst buffed'
Note the objectives for this suggestion:
- to be easily implemented
- selection of appropriate buffs remains game-able, to ensure optimal production runs and timings
- reduce player frustration
Merged