Building QOL
Some objects are a clear upgrade or modification of others. It should be possible to make modifications of existing objects by placing new ones on top of them without having to remove them. Example:
- You should be able to add side connection to a power shaft without demolishing the old one. Replacing should be equivalent to removal and building a new one at the same time.
- You should be able to add additional platform decks on lower levels of double and trippe platforms without having to disassemble the whole stack.
- You should be able to build a dam or flood gate into an existing levee without making a hole in your dam first.
- You should be able to place a beehive on top of existing crops without removing them first.
All actions should cost just as much resources as fresh construction, but the combined time to finish should be lower than or same as the sum of each individual actions separately. The difference would be the original items remaining in place till completion.
Comments: 23
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20 Sep, '21
pmduda SystemHighlighted comment
"Allow replace dam and levee and floodgate (and platform too?) interchangeably" (suggested by Thaina Yu on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion. -
20 Sep, '21
Thaina YuNot only upgrade, I wish we could also downgrade too. Sometimes we might want to change dam back to levee and vise versa
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23 Sep, '21
MrDeafHow about a feature where you can upgrade levees to metal reinforced levees.
In turn, wooden levees can only be stacked up to 4 high.
This would give more usages for metal and make it so that very tall dams would be end game content. -
24 Sep, '21
Gin Fuyou System"upgrade buildings" (suggested by Diandra on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Nov, '21
melympePersonally, I'd love it if non-stable buildings (like farms and other workplaces) could be upgraded - either via an update button or by building the same building on top of it to create a higher building with twice as many workers.
Example: You can build a farm (and nothing else) on a farm and get a 2-story farm that has 4 workers as well as a (slightly) increased radius of influence.
Although, come to think of it, I think the upgrade button variation is more intuitive. -
30 Nov, '21
Not AfterCrowI really like this idea. Also I could use an upgrade-able forester that employs 2 beavers.
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11 Jan, '22
WojtekYes, exactly that, I wish I could do that. This also goes in line with many other features being suggested (better roads, forester and water pump upgrades)
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17 Mar, '22
MKD MergedWith open-ended gameplay, these are the sorts of features that I love to see. I've unlocked everything and still have beavers generating science points. So what am I to do with 15000sp? Technology upgrades for existing structures! Something built with logs becomes more effiecient when upgraded and reinforced with planks. And in turn again when that building is upgraded with treated planks! The ability to unlock technologies from other factions would be nice, too; especially if there is no intention of releasing a Sandbox Mode.
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17 Mar, '22
SirMichael System"Upgrading Buildings (Rather than Deleting and Rebuilding New)" (suggested by MKD on 2022-03-17), including upvotes (1) and comments (0), was merged into this suggestion.
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16 May, '23
Peter PrinsIn addition to this: allowing you to have any building marked solid to be replaced with platforms. And then to replace a group of platforms with solid buildings. This would Allow us to make changes to complicated structures without having to tear the whole thing down.
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07 Dec, '23
eleazzaarI don't agree with all the examples in the OP.
But adding shorter platforms under taller ones, and different directions to a power shaft, certainly makes sense. -
02 Feb, '24
mina86This as well as option to:
- upgrade storage buildings so long as there’s available space. Large pile (standing on ground) → underground pile is obvious conversion, but ideally conversion would also work if footprint changes. This should allow merging multiple smaller storage into one larger one as well. For warehouses this should also work with Peter’s idea of converting between solid buildings and platforms;
- convert between dam, levee, floodgates of different heights and terrain block;
- change number of dynamite sticks;
- change tree and crop designation without having to rip existing tree/crop out first.
(For power shafts, I’d honestly just preferred there weren’t junctions and turns, but that’s another request). -
06 Nov, '24
Cath MergedI've found that science points accumulate after a while. What if they could be used to upgrade buildings, i.e. the antidote or medical bed work faster, or gears or planks get made more quickly?
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12 Nov, '24
Gin Fuyou System"Use Science Points to upgrade buildings" (suggested by <Hidden> on 2024-11-06), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Jan, '25
AlexUpgrading Badwater Dom to Badwater Rig would also be nice.
If you look at the Graphics then they look almost the same, and need mostly the same materials. -
02 Apr, '25
MathyellI would love to be able to "insert" a building, where a platform is located at the time.
For example, when having built a platform bridge over a river one may decide later to build a dam or leeve at that location. (screenshot - red mark). When beeing able to build a leeve at a location, where the platform is standing.
That procedure could require some extra resources - or may refund less or nothing from the platform being replaced.
I could also imagine this being locked behind a tech.
The same idea could be used for buiding a store house "into" an existing platform (yellow mark in the screenshot)... maybe only viable for the small stores... -
11 Apr, '25
justin_beaverAllow upgrade from platfrom to overhang without the need of destroying everything what is on top of the platfrom.
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14 Apr, '25
Jessica MergedSimilar to other suggestions, use late-stage science points (after you've used them to "buy" everything you can) to upgrade land (e.g., dry land into farmable land), upgraded medical tents (e.g., medical buildings), more efficient hauling buildings, etc. Once you've 'bought' everything you can upgrade the science points keep amassing and there's nothing you can do with them.
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21 Apr, '25
Gin Fuyou System"Late Game Science Points: Turn into something useful" (suggested by <Hidden> on 2025-04-14), including upvotes (1) and comments (0), was merged into this suggestion.
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17 May, '25
Patrick MergedA good feature idea would be spending science points on building upgrades. To make science points still useful during the endgame.
For example, Spending 1000 science points on the Bakery allows you to bake a second recipe instead of building a new bakery. Now for balance it would be a building by building basis. Meaning if you have a maxed out bakery cooking 3 recipes and build a new bakery, the second bakery will only have 1 recipe available and you'd have to spend science points on the upgrades again.
Another downside could be if a building requires power it increases the amount of power required.
Some other upgrades could be the Gritsmill that upgrades not only the recipes, but the grinder itself with a metal one once unlocked to increase production speed (this would require shutting down the mill to deliver metal to upgrade it) -
19 May, '25
Gin Fuyou System"Using Science points for building upgrades" (suggested by <Hidden> on 2025-05-17), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jul, '25
S3bulon@Admins: The suggestions are mixed up.
The original post asks for a QOL-Feature to replace similar buildings.
Some of the merged suggestions ask for new endgame-content (bought with science-points).
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Regarding the QOL-Feature: This would also be immensely useful for the tubeways, e.g. to add a new path to the top by simply placing a "vertical tubeway" over a "tubeway", without having to tear down the latter. -
31 Mar
TimberpassBut then the building underneath would lose all the resources, since the building is covering the rubble. Though I can see it with dam and levee.