:( Sad, i would think greater/normal arson and nadoes would destroy built buildings. Thus they are a tool to deal economic damage, or remove say WT/GS/FARMs and whatnot when strategically needed. It then causes a person to have LESS of a control on their build by forceing them to rebuild/waste gc & time.
While there might not be an intent in looking at/changing the way land leave i find it very sad as the current system doesnt provide an intuitive or even logical way in taking land. A new player should be able to build see they have 10% farms see that they are going to be changed and up their build in GS. Then WHEN chained they shouldn't END with only GS incoming, they should end the chain with 10% of their land being farms. The current system only serves to punish new players who dont relaize the system isnt a logical one.
Since there isnt an intent to address this (and i doubt im going to single handily convince anyone who cant already see the issue) I'll leave the thread then with a closing thought and and example.
Logically based algorithms allow for bugs like this to be easily addressed/identified instead of existing for years without people discussing them.
Dungeons are one of the single best buildings for your military if full, however the current systems means that once you start getting hit in war, you should instantly abandon them as the low % being run along with rounding on land taken means you are going to lose them every time you lose 20-30% of your total land. Its not a matter of building more, its a matter of EVERY time u get hit your going to lose them, so it isn't good to include in your build, something that until recently i couldn't justify and a non-logical build that i'd have to teach any new player....again sad.