Why do you have to plant a foundation when contemplating “it might be nice to have a castle over there”? Isn’t the giant proxy castle with brightness pulsating in and out visualization enough? PS: My all or nothing comment was in regards to “AoE1 had 100% resources lost,” while “AoE2 has 0% resources lost.” Going to “completely free” was a little much, imo
Is quite a bit more than 4 sticks:
Plus, see my comment below where you cannot build where a foundation is. Foundations are clearly not in HUD fantasy land…
Maybe to enemies and allies, but to yourself, you can’t build where you’ve placed a foundation until you delete the foundation. That is player feedback, in my opinion, that your action has ceased to be a theoretical move; and it is now a tangible move that has real-time affected the game map:
Creating unit and farm queues in the HUD haven’t affected the game map until they are actually built, so I’m okay with those being completely reversible… they still exist in the HUD/GUI land of make-believe
I never compared this to luring a boar or attacking a unit. I’m aware and agree those are different
Clearly the case, unfortunately And I’m afraid your shift-clicking example to try and give reasons against my thought is a little much; I would never advocate that. Try to undo or wait for 10 villager actions to play out as opposed to simply deleting a less-than-ideally-placed building(s) in your way
I just tested, and AoE2:DE also has 1 HP upon placing a foundation; for every building I’ve tested so far. AND you can’t place a building on top of the foundations. It’s evident they’ve become a part of the map, so why there shouldn’t be a slight resource hit when removing them is odd to me, less than ideal, and unexpected/non-intuitive game behavior. The only reason it’s expected/intuitive now for experienced players is that AoE2 has given back all your resources for a long time:
Thank you. Yes, I’m okay with there being consequences to this player action, and for not having my hand held by the devs/game