Sorry, but I thoroughly agree with Joe.
All I would add is that the best ideas tend to come from people who care enough to DO something, what you will mostly get by pushing people to say something is complaints and rants against Inno. Not constructive.
But I have found an even easier alternative:
DONT DO THE EVENTS.
Event buildings loose their value after an age or 2, Then you need rejuvenation kits or one-ups to bring them closer to your age and that just postpone the problem of the useless event buildings by an age or 2. They are...
Traditionally America is where the RICH people live. That is deeply rooted in every European mind. Today it may not be as true as it once was, but it is still a consideration in how the game should be designed. It should optimally please the richest potential customers so they are more likely to...
The situation we had before was that a road built on top of an older road still had the older road under it in inactive form (no happiness produced).
that was fine for temporarily storing a more modern road (just put it on top of an older road somewhere) without needing to have a free square of...
Actually Your problem can be solved by an interface improvement that ALSO reduces nr of packes sent and need a server response for each FP donated.
It is in 3 parts:
1) What we have is an FP bar holding the FP awailable, so lets solve you problem by ONLY pouring the pack into the FP bar, All of...
To progress you must have researched most (sometime all) the goods producing buildings in earlier ages. Trading for goods at 10:1 is a lot more expensive than producing them yourself in low-efficiency goods building that produce 2 instead of ten pr 8 hour cycle.