Add people to finish buildings?

DeadVoivod

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Why is it not possible to add people to upgrade buildings? I have 8 people doing nothing, and 4 working on upgrading a building, why can I not add 4 more people and finish the task in half the time?

I also would like to get rid of buildings, f.ex. I have the vault but don't need it, can I somehow erase it, get rid of it, or do I need to keep it forever?
 

LordAnubis

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you should never have idle workers. put them in university to do research or do building upgrades. as for the vault it hides resources from attack and pretty much useless until it can store oil and earn interest.
 

LordJestix

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you should never have idle workers. put them in university to do research or do building upgrades. as for the vault it hides resources from attack and pretty much useless until it can store oil and earn interest.

my vault earns me 400 oil a day :)

I agree about idle workers, but i also agree we should be able to add extra workers to reduce the time.

I would use it mainly when i move to a new age. It would allow me to get the amory upgrade 2-4x faster, then i could move on and get that tank depot and garrison upgrade in a few days for the better defenders. Or maybe there is the weekend discount and if i put all 16 workers on the building i can get it upgraded 2x during the event.

Or im 6 days out from the next event and i have 8 workers, now i can upgrade that 12 day building and have all 8 workers available for the weekend discount event.
 

Imaera

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No building is useless. In war, every building counts, takes time to destroy, one building may cost a star.
 

JimmyNL

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I like this suggestion. It will not matter in the long run but I like being able to finish important buildings like armory and baracks faster. How about taking this a step further and add the option to add people to university or library to increase research speed?
 

LordJestix

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I like this suggestion. It will not matter in the long run but I like being able to finish important buildings like armory and baracks faster. How about taking this a step further and add the option to add people to university or library to increase research speed?

Correct, it will still take the same amount of overall time to max a base, but you can get some key defenses/researches done in earlier than normal.
 

UrGrestestEnemy

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I downloaded Dominations because I was looking for a game that was similar to Age of Empire in that game you could add workers to speed up construction
When I first started playing I was a little disappointed that I could not speed up construction by adding more workers to the task or at least the option to pause the project. With pausing a construction project you could hunt larger animals and gather resources from fruit trees or mines or update walls or take advantage of special events. They could add an hour to the project every time you pause the project so there is a small penalty or make it cost a couple crowns to pause or to restart a project.
 

Master Contrail Program

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I hope they have some idea how to change the way upgrades work. With at least two more ages coming having 500,000 oil/8-10worker/20 day upgrades is a very real possibility under the current linear system.

If that's the case, all the age rushes and discounts in the world will have a tough time keeping people's interest I'd think.
 

vincentdang4

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Unlikely to happen, this will significantly reduce the crown expenditure for people who crown their base, or people who "need" to crown something to free up citizens for strategic sales/speed up important defenses (as some indicate above), etc. These folks will just pile all their citizens into one upgrade/research and crown it for less (or wait it out). Nexon's goal is to maximize the amount of money people are willing to spend on this game. Troop cards, long upgrade time, etc increase revenue. We can have discussions on how shortened research time would theoretically lead to more overall spending, but that would just be... theoretical. People who are willing to spend will always be more willing to spend, people who treat this game as free-to-play will unlikely change their behaviors. You are banking on a behavior change to offset the amount of revenue you will lose by reducing crown expenditure from your known willing spenders.

I do like the idea of "speed ups" for specified times that we can earn; and hope that Nexon will add these as rewards in the future for war/loyalty/alliance leagues/multiplayer league/whatever they fancy
 

UrGrestestEnemy

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Unlikely to happen, this will significantly reduce the crown expenditure for people who crown their base, or people who "need" to crown something to free up citizens for strategic sales/speed up important defenses (as some indicate above), etc. These folks will just pile all their citizens into one upgrade/research and crown it for less (or wait it out). Nexon's goal is to maximize the amount of money people are willing to spend on this game. Troop cards, long upgrade time, etc increase revenue. We can have discussions on how shortened research time would theoretically lead to more overall spending, but that would just be... theoretical. People who are willing to spend will always be more willing to spend, people who treat this game as free-to-play will unlikely change their behaviors. You are banking on a behavior change to offset the amount of revenue you will lose by reducing crown expenditure from your known willing spenders.

I do like the idea of "speed ups" for specified times that we can earn; and hope that Nexon will add these as rewards in the future for war/loyalty/alliance leagues/multiplayer league/whatever they fancy

If they allow us to pause projects to free up workers with crowns it would encourage more people to use crowns to take advantage of the events. It's true people can pick the project with the least amount of time and rush it to free up workers but if it's costing people over a thousand crowns most likely people are not going to rush it. But if it cost them twenty crowns to pause it, I believe more player would do that.
People are then useing more crowns and are getting the opportunity to take advantage of events.
Also people aren't encouraged to keep two workers free to collect from fruit trees and mines and hunting because if you can pause a project free up workers then put them back to work without losing many crowns more players would be using up their crowns that will encourage more people to buy crowns it's a win-win for everyone.
 

vincentdang4

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If they allow us to pause projects to free up workers with crowns it would encourage more people to use crowns to take advantage of the events. It's true people can pick the project with the least amount of time and rush it to free up workers but if it's costing people over a thousand crowns most likely people are not going to rush it. But if it cost them twenty crowns to pause it, I believe more player would do that.
People are then useing more crowns and are getting the opportunity to take advantage of events.
Also people aren't encouraged to keep two workers free to collect from fruit trees and mines and hunting because if you can pause a project free up workers then put them back to work without losing many crowns more players would be using up their crowns that will encourage more people to buy crowns it's a win-win for everyone.

I agree if it cost 20 crowns to complete a building virtually everyone will be crowning stuff left and right. However, it would not take a lot of money for us all to have maxed bases considering 20 crowns is equivalent to less than 20 cents. In your scenario, I would have a maxed defensive base (from where I currently am) for less than $15 versus the ~$500 I would have to spend in the current track. Then, Nexon will have the problem of running out of content while not capitalizing enough on those who are willing to spend thousands of $. As an added bonus, they also alienate the guys who have spent a lot of money. Don't get me wrong, I love this proposal since it would save me significant amount of money (I've always dreamt of a max defensive base). But from experience, things I love usually doesn't get implemented. In regards to keeping villagers idle, I believe if I were Nexon, I DO want people to keep 2 villagers free to harvest ciders/metals. Whatever slow people down would be in my best interest.
 
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LordJestix

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Unlikely to happen, this will significantly reduce the crown expenditure for people who crown their base, or people who "need" to crown something to free up citizens for strategic sales/speed up important defenses (as some indicate above), etc. These folks will just pile all their citizens into one upgrade/research and crown it for less (or wait it out). Nexon's goal is to maximize the amount of money people are willing to spend on this game. Troop cards, long upgrade time, etc increase revenue. We can have discussions on how shortened research time would theoretically lead to more overall spending, but that would just be... theoretical. People who are willing to spend will always be more willing to spend, people who treat this game as free-to-play will unlikely change their behaviors. You are banking on a behavior change to offset the amount of revenue you will lose by reducing crown expenditure from your known willing spenders.

I do like the idea of "speed ups" for specified times that we can earn; and hope that Nexon will add these as rewards in the future for war/loyalty/alliance leagues/multiplayer league/whatever they fancy

The best way i see it would be something like this instead:

4 workers needed:
4 workers used = normal time
6 workers used = 50%(1.5x) faster time
8 workers used = 100%(2x) faster time
10 workers used = 150%(2.5x) faster time
12 workers 200%(3x)
14 workers 250%(3.5x)
16 workers used 300%(4x)

so what does this mean, it means at 16 workers, for every real 1 second of upgrade time needed 4 seconds pass.

so on a 12 day upgrade time, when you start it, it shows 12 days but it builds 4x faster and will be done in 3 days. The timer would show 11 days after 6 hours of actual upgrade time instead of 11days 18hrs. So crown cost would stay the same.

Then you could allow(for a crown cost) players to increase/decrease the workers on a project and the time reduction would adjust to that. This would work similarly to the pause option mentioned above and in previous forums.
 

LordJestix

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Also people aren't encouraged to keep two workers free to collect from fruit trees and mines and hunting because if you can pause a project free up workers then put them back to work without losing many crowns more players would be using up their crowns that will encourage more people to buy crowns it's a win-win for everyone.

I only keep 1 worker free for wall upgrades, i have to get my TGs from chests or pvp.
 

Master Contrail Program

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I still think worker stacking with each group of workers costing the original amount of RSS is the way to go. Sure, it would be somewhat easy to get 32,300,000 gold to speed up a Global mortar. However, most food and certainly oil-based buildings wouldn't exactly be easy to quadruple or even double-up in some cases. I don't see someone trying to get 760,000 oil to cut a bunker from 10 days to 2.5 or too many people even trying to get 380,000 to cut it to 5.

Since most defensive buildings are gold-based anyway and most people don't seem to bother with their defenses due to the extremely lengthy times involved, I think this would go further towards finding the ever-elusive ''balance'' the devs perpetually claim to seek.
 
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LordJestix

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I still think worker stacking with each group of workers costing the original amount of RSS is the way to go. Sure, it would be somewhat easy to get 32,300,000 gold to speed up a Global mortar. However, most food and certainly oil-based buildings wouldn't exactly be easy to quadruple or even double-up in some cases. I don't see someone trying to get 760,000 oil to cut a bunker from 10 days to 2.5 or too many people even trying to get 380,000 to cut it to 5.

Since most defensive buildings are gold-based anyway and most people don't seem to bother with their defenses due to the extremely lengthy times involved, I think this would go further towards finding the ever-illusive ''balance'' the devs perpetually claim to seek.

For starters that grind would be horrendous and not possible with the limits to storage. Also paying double to speed something up distinctiveness me from using that option. I can essentially upgrade 2 of the same building in the same time for half the cost to what you suggest. Sure they both take say 12 days instead of 6 each, but with the cost of walls i need to spend the least amount of resources on upgrading buildings, which is why i try and plan my upgrades around discount events.

My suggestion above is win/win for the players and bhg. We get the ability to build faster and they earn more money from the people spending crowns to increase/decrease their workers on a building.

BTW, i wasnt clear on my previous suggestion on the crown cost to increase/decrease. I think that crown cost should only be charged after the building has started upgrading. So if i start the building with 8 workers instead of 4, i dont pay crowns, but if i want to increase/decrease those 8 workers after its started, im going to pay X amount of crowns.
 

Master Contrail Program

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The grind is entirely possible. I start my 8,000,000 gold, 4 worker, 14 day project. In the meantime I grind out another 8,000,000 gold in a day. I then put 4 more workers on the now 13 day project to cut it to 6.5 days. Is it worth doing this for every single vault, farm or even tower? No. For barracks, armory, mortars, tank depots. Hell yes. Remember how much fun that 24 days with 2 barracks was at the start of IA? Imagine how exciting 36 days under the same scenario will be in atomic?

Just as important it keeps people engaged in the game rather than checking in once a fortnight. In addition, people are likely to spend crowns to rush useful things if they can whittle the costs down from normal gameplay. 1500 crowns for one upgrade, of dozens? No thanks. 300 or so? Depends on the upgrade but much more palatable. Not all upgrades are created equal so this gives more choice in the matter.

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LordJestix

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The grind is entirely possible. I start my 8,000,000 gold, 4 worker, 14 day project. In the meantime I grind out another 8,000,000 gold in a day. I then put 4 more workers on the now 13 day project to cut it to 6.5 days. Is it worth doing this for every single vault, farm or even tower? No. For barracks, armory, mortars, tank depots. Hell yes. Remember how much fun that 24 days with 2 barracks was at the start of IA? Imagine how exciting 36 days under the same scenario will be in atomic?

​​​​​​

Ok, that makes it better. I thought you meant we had to grind 2x resources from the start to put 8 workers on it.

I think a good compromise between our 2 ideas would be have the option. Pay Crowns or Resources to increase/decrease the workers once the building has been started.

That was fully f2p can still use the feature while those with crowns can save the resources and change worker count more at will.
 

RottPhiler

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I'm not in favor of doing anything to change the current system. Allowing for workers to be added or more resources to be spent just to upgrade buildings will only cause people to rush their buildings they like, and leave everything else as is without upgrading them. This will further skew the game and cause problems like not enough food available in the higher ages. The system as currently is works. You have extra workers sitting around, then put them to use upgrading your caravans or farms or do university upgrades. Don't stack them onto the mortar towers and then rush up an age.

This is not to be confused with the linear build times which I agree are a real problem. Waiting around for 12+ days is insane.
 

LordJestix

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I'm not in favor of doing anything to change the current system. Allowing for workers to be added or more resources to be spent just to upgrade buildings will only cause people to rush their buildings they like, and leave everything else as is without upgrading them. This will further skew the game and cause problems like not enough food available in the higher ages. The system as currently is works. You have extra workers sitting around, then put them to use upgrading your caravans or farms or do university upgrades. Don't stack them onto the mortar towers and then rush up an age.

This is not to be confused with the linear build times which I agree are a real problem. Waiting around for 12+ days is insane.

People already rush ages, that wont change.

I never have extra workers sitting around, but if i had the ability to add workers to a specific building i would to help plan around weekly events. If i can build 2 mortors at 50% cost during a weekly discount event, and have all of my workers available in 7 days for the following weekly discount then id use those 16 workers to upgrade just 2 of my mortars.

Farms/caravans will be the very last things i upgrade ever in the current system. They take too many workers and way too long for hardly any benefit.

I have always been a max all my defensive buildings before moving to the next age, until this current "rush" event. I will be going from IA to AA with the instant upgrade options.

Its unfortunately going to take me forever to get my defenses up to par, but if i had the ability to double up workers, then i could get some AA defense in half the time.
 
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