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Topic Closed05DEC11 - Advance Notice: Negative Resources

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Createure View Drop Down
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Direct Link To This Post Posted: 10 Dec 2011 at 13:56
Originally posted by Janosch Janosch wrote:

Doe this actually mean that I can theoretically rase my paddock and build another building at that spot?
Thanks

No Janosch. As SC just said - it was a bug which has now been resolved.

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Direct Link To This Post Posted: 10 Dec 2011 at 14:01
I never understood why we HAD to have a paddock and common grounds even if we didn't want one. I only build horses in two of my cities...

Quote We warned players 3 months ago that we would be taking measures to redress this balance. 
3 days ago we confirmed the plan for reducing these deficits. 

I like how you guys covered your donkey in the actual message itself too. 
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Direct Link To This Post Posted: 10 Dec 2011 at 14:40
Thanks Creature and Rill for your answeres!
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Direct Link To This Post Posted: 10 Dec 2011 at 23:30
Originally posted by HonoredMule HonoredMule wrote:

Setting taxes to 0% fails to guarantee a net positive gain on all resources and therefore wouldn't fully correct the exploit.


Setting 0% would've been an exploit if that was what was told in first negative ressource advanced notice, that was implemented: "negative ressources only causes not to produce gold anymore".
But with the destrction of buildings, everything is covered and there is no more possible exploit about that. So now, you can be sure you'll face players that follows the same game mechanic rules you follow ;)
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Direct Link To This Post Posted: 11 Feb 2012 at 16:31
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