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moving expansions

DeletedUser11338

is there a way to move expansions after you place? have had 1 place where I did not want due to lag spike.
thanks
 

DeletedUser8428

Based on the conversation regarding this and the fact that it's come up before in a variety of forms, my guess would be that this ain't happenin'.
 

DeletedUser9624

I placed one by accident early in the game and was just stuck until i could get it tied in with a couple new ones. It is unfortunate and i wish there was a way to at least confirm that this location is where you want to place it. that being said, you may send a ticket to support and tell them it was an accident and they may gift it back to you as a one time courtesy ....? never know til you try! (i accidentally purchased an item in this recent event and sent the ticket - they gave the cups back as "a one-time courtesy" ... support is helpful in FoE). It's worth a try. Good luck!
 

DeletedUser10266

The reason this will probably never change is because city layout and arrangement is one of the core challenges of the game. Even if placed by accident they may not do anything and you will have to figure out how to work around it. Being allowed to move empty expansions would make rearranging your city trivial. What I would suggest if its in a really remote spot is to fill it with decorations or anything else that doesn't need to be attached to the town hall. Better to get some use out of it all the time then have to wait till its connected.
 

DeletedUser

... because city layout and arrangement is one of the core challenges of the game.


Sorry, but this is a huge rationalization. The notion that "city layout" is a challenge is based upon nothing historically sound, only a limitation of the developers' willingness to write the code to do it. The unwillingness to rotate buildings is another of these "core challenges" which is nothing more than a deficiency of coding.


Now, there may be very real reasons to support the lack of code to do such trivial functions, such as overloading their hardware with the calculation involved and slowing down server response time. Weighing all the components of a real-time, online, multiplayer civilization game and determining which coding is critical to the experience and which is not from a return on investment perspective ... they would be required to do that if they were going to have a successful system. And from all indications, they have a successful system.


But this "core challenge" hooey is just that. Don't kid yourself. They simply didn't do the coding for it.
 

DeletedUser10266

Sorry, but this is a huge rationalization. The notion that "city layout" is a challenge is based upon nothing historically sound, only a limitation of the developers' willingness to write the code to do it. The unwillingness to rotate buildings is another of these "core challenges" which is nothing more than a deficiency of coding.


Now, there may be very real reasons to support the lack of code to do such trivial functions, such as overloading their hardware with the calculation involved and slowing down server response time. Weighing all the components of a real-time, online, multiplayer civilization game and determining which coding is critical to the experience and which is not from a return on investment perspective ... they would be required to do that if they were going to have a successful system. And from all indications, they have a successful system.


But this "core challenge" hooey is just that. Don't kid yourself. They simply didn't do the coding for it.

Not doing it and choosing to not do it is a big difference. They dont want it so they didnt do it.

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Sorry, but this is a huge rationalization. The notion that "city layout" is a challenge is based upon nothing historically sound, only a limitation of the developers' willingness to write the code to do it. The unwillingness to rotate buildings is another of these "core challenges" which is nothing more than a deficiency of coding.


Now, there may be very real reasons to support the lack of code to do such trivial functions, such as overloading their hardware with the calculation involved and slowing down server response time. Weighing all the components of a real-time, online, multiplayer civilization game and determining which coding is critical to the experience and which is not from a return on investment perspective ... they would be required to do that if they were going to have a successful system. And from all indications, they have a successful system.


But this "core challenge" hooey is just that. Don't kid yourself. They simply didn't do the coding for it.

Not doing it and choosing to not do it is a big difference. They dont want it so they didnt do it.
 

DeletedUser

Not doing it and choosing to not do it is a big difference.

Describe that difference.

I'm pretty sure you are, as loyyers say, going to be making a distinction without a difference.
 

DeletedUser10266

When you look at the functionality of everything that occurs in the game, then obviously you can make the assumption that adding in the ability to move expansions, which is similar coding involved with moving a building, would have no major impact on anything in the game. Therefore, if the system works and they do not implement coding that will not in fact cause any major game play issues then it is simply unwanted code. Thus the difference. If they wanted it but simply could not facilitate its existence in the game then more complex coding would not have been implemented. Which leaves the reason why the code is absent. They simply do not want it. And why is that? Because it is a strategy game which revolves around the concept of using the muscle between both of your ears. It is meant to challenge the mind and force you to think a little bit instead of handing you everything on a silver platter. "Core" challenges of a game are the most simplistic reasons for its existence to begin with. They want you to plan out a city and being allowed to move expansions reduces the amount of effort and challenge in the game. If you want to rotate buildings and collect timers go play . If you want to actually use your brain and think a little about what your doing play this.
 

DeletedUser5356

I think the current simple method takes very little thought and very little strategy. You have a stationary grid that actually limits the strategies possible. If the expansions could be moved or shifted...this would increase the possibilities and add to the strategy of the game.
Making the game more complex may seem to some as making it easier, but in fact its just the opposite, it becomes more difficult. You now have to think more about how to use your city to gain the most benefit you can with this new option.
This carries over to all the other suggestions mentioned before...any added complexity to the game increases the difficulty and strategy, it doesn't make it easier. Sure, its easier to move the grid or building that you couldn't move before, obviously. But now its much more difficult to strategize how to use that function most efficiently.
 
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