Surge
Brigadier-General
So here is what I thought about: if one sells everything they have and end up with no coins or supplies to build even the basic BA buildings, is it still possible to restart the game by slowly reacquiring your lost resources?
The answer is no.
Any good game has certain nonpremium failsaves to prevent you from totally stopping the game for you with no hope of going anywhere ever again. This game doesn't.
Here's what I am talking about:
At 19 coins and 10 supplies with no producers of any sort and nothing to sell, I cannot build anything - not even an obelisk or tree. You can argue that the town hall will give you coins every day which would allow you to build a hunter, so technically you're not stuck. You would be wrong - a hunter requires supplies and population. This city has neither of that, and no matter how long you wait, you never gain any population.
Here is the loop if you don't understand: The town hall produces coins. The hunter requires 95 coins and 28 people to build. You have no coins, so you want to build a hut. But you can't build a hut because you don't have any supplies. Because you can't build a hut, you can't build the hunter because that needs population, so the coins you got from the town hall are useless. Technically you can't play the game anymore.
Oh wait, you can play if you pay money for diamond buildings. But, as I mentioned earlier, a good game has a nonpremium failsafe that prevents you from encountering this situation without having to pay money (hence nonpremium). You might think that you need to deliberately sell everything repeatedly to get there, but how about new players? Some overly curious player tries to keep changing his city initially because they think that their city looks quite ugly or someone who doesn't know that buildings only have a highly limited refund capability can do this quite easily. All it took me is to resell my hunter a few times and I am done.
This might not be cause for concern, but I hate the existence of this point of "critical failure" even if you have to be deliberate about it. If you manage to do it, don't punish the player by saying, "Hmm, well you can get out of this situation if you pay us at least $7 for the lowest premium building to get you back up." This shouldn't happen. I can list an example of a game that prevents you from ever completely stopping you from playing again, but because it's against the rules to do so, as it's supposedly advertising, I can't.
I don't know of an idea that can be implemented to prevent this from happening, so instead of going to the ideas forum, I'll post this in the discussion section.
The answer is no.
Any good game has certain nonpremium failsaves to prevent you from totally stopping the game for you with no hope of going anywhere ever again. This game doesn't.
Here's what I am talking about:
At 19 coins and 10 supplies with no producers of any sort and nothing to sell, I cannot build anything - not even an obelisk or tree. You can argue that the town hall will give you coins every day which would allow you to build a hunter, so technically you're not stuck. You would be wrong - a hunter requires supplies and population. This city has neither of that, and no matter how long you wait, you never gain any population.
Here is the loop if you don't understand: The town hall produces coins. The hunter requires 95 coins and 28 people to build. You have no coins, so you want to build a hut. But you can't build a hut because you don't have any supplies. Because you can't build a hut, you can't build the hunter because that needs population, so the coins you got from the town hall are useless. Technically you can't play the game anymore.
Oh wait, you can play if you pay money for diamond buildings. But, as I mentioned earlier, a good game has a nonpremium failsafe that prevents you from encountering this situation without having to pay money (hence nonpremium). You might think that you need to deliberately sell everything repeatedly to get there, but how about new players? Some overly curious player tries to keep changing his city initially because they think that their city looks quite ugly or someone who doesn't know that buildings only have a highly limited refund capability can do this quite easily. All it took me is to resell my hunter a few times and I am done.
This might not be cause for concern, but I hate the existence of this point of "critical failure" even if you have to be deliberate about it. If you manage to do it, don't punish the player by saying, "Hmm, well you can get out of this situation if you pay us at least $7 for the lowest premium building to get you back up." This shouldn't happen. I can list an example of a game that prevents you from ever completely stopping you from playing again, but because it's against the rules to do so, as it's supposedly advertising, I can't.
I don't know of an idea that can be implemented to prevent this from happening, so instead of going to the ideas forum, I'll post this in the discussion section.