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In what way, if I can ask? All you do now is select the object and click on Demolish.
I'd speculate that this is about conveniently removing multiple objects in an area. E.g. imagine you have a 20-tile long road lined by decorations on both sides and you want to move it. How do you remove 20 decorations?


I have a similar gripe with road blueprints.
If I plan a (winding) road to be built and change my mind, or need the builders to stop this project and go address an emergency. Road removal tool has the same shape as the road placement tool, 1-wide and bending. So trying to match it exactly the same turns is unnecessarily fiddly.

Rephrased as a suggestion:
1. Create a new tool: construction cancel. It should cover a rectangle, not a 1-wide line. It should cancel all requested construction, but not delete existing roads.
2. Create a new tool: demolish. It should also cover a rectangle. It should mark all buildings for demolishing. Specifically meant to remove a lot of decorations.
3. Remove road delete tool. All its usecases will be covered by the two new tools but better.
4. (bonus) Change road build tool so in addition to horizontal and vertical roads it can build diagonal roads. Currently building diagonal roads is possible tile by tile, but more time-consuming than it has to be.
 
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There is no point to building Scout Towers and Guard Towers at the moment.
  • The towers are used for exploration or protection, but the exploration is much easier through upgrading the Colony Center, and protection can be done through manning a gate and using Specialists. Once you purge the entire map of critters, only the gate matters anyway. Scout and Guard towers should be reworked so you'd want to build them. Maybe help disaster detection slightly?
Is this from mid/late game perspective, i.e. after you've scouted and scavenged all the world map and placed multiple outposts?

For the first weeks, I have to disagree, I find plenty of reasons to build towers (100% difficulty first playthrough perspective):
- They are available much sooner than the campsite upgrade
- Without a scout tower you won't see your first metal and concrete deposits at all.
- For the small resource investment they cost, they save a lot of Colonist time&injury fighting off little bug raids.
- My specialists spend close to 100% of their time on the world map
 
Hello, Here is 1 simple but powerful suggestion.

Relates to buildings upgrades. When building a new structure there should be a toggled option or button that would allow the construction of the new building all upgraded, instead of building the simple one and then upgrading every time.

For example I want to build a Hunting cabin without having to build a trapper and then upgrading.
 
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I'm nearing my first playthrough end, and some suggestions from others that I either agree with or would add:

Building
* [mentioned before] Existing roads should be easier to see during the building process, for both building new ones, but also when placing buildings.
* When placing a building, when you are planning to intersect an existing road, add a confirmation box. "You are placing this building on top of an existing road. Proceed?"
* On buildings that require electricity and water, show the power/water missing icons when you are still putting them down. The radius of such zones is not always clear, so I've often had to add a water tower because it seemed to touch the building, but in the end didn't.
* Don't stack notifications of multiple buildings complete
* [mentioned before] we should be able to build upgraded buildings after they are researched, like the burner; I would argue you need to have upgraded to it at least once to build the upgraded version instantly
* Decorations need to impact the game other than visually
* more variety in entertainment!

Colonists
*
it would be a welcome addition to prioritise carrying of certain items, so we can micro better what is being built (say: priority on transistors in end-game is really a welcome feature); I would imagine this as a menu in which we just drag things higher-lower and make this colony wide
* seeing how many children are in school and out of school would be good so you can provide good education for all

Resources / storage
* add the ability to make warehouses reject all resources with one button, so we can just add a few instead of disabling all
* [mentioned before] pantry is a great suggestion
* Don't stack notifications of resources depleted
* [mentioned before] Carcasses should decay over time
* [mentioned before] weapons are too valuable - I also use them to buy anything and everything (all of the time...)

Electricity
* [mentioned before] powerlines! YES!
* [bug] I cannot upgrade my existing lightning rods; I can only build the upgraded versions separately

Technology
* [mentioned before] costs should scale harder; early research is very expensive whereas the later research is ridiculously cheap.

World Map
* [bug] The generated terrain can cause block-offs from zones when there's a building placed in a 1-tile gap, leading zones to be fully inaccessible when they are on the edge of the world map.
* specialist should be able to exit the car into fights/scavenging instead of having to move out and then performing their action
* bandit camps should recover health over time just like specialists
* [mentioned before] giving fuel to specialists to activate cars is a great idea
 
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Gate defense looks like all of my guards are using crossbows when I know for a fact that they all have automatics. I would also like a select all button so I can grab all my guards at once when the gate isn't going to hold or my colonists run into an unreasonable number of sandworms or something.