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I think Nival introduced this scheme for the following purpose:
Imagine a situation where your Castle is almost fully built (all the essentials are there, only some minor things and the level 7 unit building remain). You're saving up for units, but you can't bring yourself to waste a turn without building something, and besides, morale will drop later (yours, not the hero's ;) )). So you have to build, but it feels like a waste of money (you might not have enough for hiring), or else you're left with a sense of dissatisfaction. And then—bam (meaning Tavern Point)! Once you've built this "minor thing," you haven't wasted your same amount of money, and the path to the level 7 building is open!!! GREAT STUFF!!!
P.S. Besides, building a Dragon Cave on the first level is practically impossible, but theoretically...
By the way, regarding automation, why not add the ability to plan buildings in the city? The player plans what to build in advance, and the computer builds them in order every day (provided there's enough cash, of course). IMHO.
Imagine a situation where your Castle is almost fully built (all the essentials are there, only some minor things and the level 7 unit building remain). You're saving up for units, but you can't bring yourself to waste a turn without building something, and besides, morale will drop later (yours, not the hero's ;) )). So you have to build, but it feels like a waste of money (you might not have enough for hiring), or else you're left with a sense of dissatisfaction. And then—bam (meaning Tavern Point)! Once you've built this "minor thing," you haven't wasted your same amount of money, and the path to the level 7 building is open!!! GREAT STUFF!!!
P.S. Besides, building a Dragon Cave on the first level is practically impossible, but theoretically...
By the way, regarding automation, why not add the ability to plan buildings in the city? The player plans what to build in advance, and the computer builds them in order every day (provided there's enough cash, of course). IMHO.