Topic: Building plots

Nordfriese
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Joined: 2017-01-17, 18:07 UTC+1.0
Posts: 2241
OS: Debian Testing
Version: Latest master
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One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2025-02-22, 09:55 UTC+1.0

-1 from me too, for the same reason why we don't just show the whole map and also resources et cetera – it's about exploration and discovery.


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treehugger
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Joined: 2020-09-06, 20:25 UTC+2.0
Posts: 21
OS: Mint
Version: 1.0
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Pry about Widelands
Location: Netherlands
Posted at: 2026-02-17, 14:56 UTC+1.0

I'm perfectly fine with how it works at the moment. If there are some treas in an area, you have to clear them before you can see what sort of buildings can be built in that location. Previously laid roads are also a huge obstacle for the buildings that can be built. And it did take me some time to fully understand that, although it is quite logical.

And after learning all that, I normally completely clear an area, remove existing roads and then plan both the roads and the buildings the way I want them.


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