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Player's turn have very much redundant elements

Posted: 22 August 2025, 07:59
by Arvid
Player's turn have redundant elements, their absence will make game's time much faster:

1) confirmation of take resourses and bonuses.
Why is this necessary?
What's the point of not taking resources and bonuses?

2) confirmation of camp or garden If there is only one camp or garden where can I go.
What's the point of confirmation if there are no other options?

Re: Player's turn have very much redundant elements

Posted: 22 August 2025, 14:50
by jordijansen
While all effects are optional in TWC, there is indeed not much reason to not take resources so I agree with point 1. You can already automate these take resources actions through the prefernces menu "Automation: Auto Resolve Actions". (This will become the default later this year see below)

While I believe automation is beneficial, it can be confusing for new players or those transitioning from the physical game. Automating too much will result in not-a-bug reports by players, so walking them through the steps has my preference as a developer.

I have a few other improvements scribbled down for a big update coming later this year.