This semi-auto "polivation" feature seems to be very nice, but I would like it to be smart in the matter of motivations. I'll explain...
Most of us, long-time players, probably have coins enough to the end of the game, relatively speaking. If this feature increase the number of motivations but in less important buildings
for the city being aided, it will be less useful than it could be.
This system could take in consideration how many of each "polivatable" (ugh...) resource the aidaed player have and prioritize even more what the player doesn't have. E.g.: Player have 10kk of coins and 50k of supplies, supplies buildings are aided first. Like The Legend of Zelda's chests (
), that give you what you need most at the time you open them
Also, the system could
not use the age of the building as a decision factor. Premium buildings or Special buildings from Events of a previous Era might be better or more preferable (in case the player need some quick space and need a JIT removal) than any other buildings from a later Era. For example: Right now I'm really short on supplies, so I didn't delete my old Car Factories. If the system prioritize buildings by Age, my Fish Markets could end motivated prior to my Car Factories. And the difference between them is brutal nowadays (~30k).
In order to be perfect we could be allowed to create our own list of "polivatable" (ugh... again...) preferences. That way not only the system overload could be slightly reduced because the range of buildings would be smaller but we could avoid being damaged by randomness.
And more! With a customizable list of preferences like that, we could even have buildings of an specific Era to randomly target. Currently I "polivate" all my guild and friends hunting more and more BPs of Alcatraz, and sometimes takes time to analyze the city until find a PE building in order to POSSIBLY "polivate" it.