but I still don't understand what you are getting at; maybe I need more coffee, but?
Ed... while this is not rocket science, I'll assume this isn't a troll, so...
Using the older eGems pages for daily prizes... buildings would be
listed in the following manner ( examples )
bldg 1 - supp/T1/T2/T3/Mana/Seeds
bldg 2 - Supp/T3/Orcs/Seeds
bldg 3 - Supp/Mana/S1
Duhh, we all know using those terms T1 might be T1, T1+1, T1+2...
and the progressions seem to be in catagories, yet different.
Add to that some bldgs are forever a certain goods, like ohhh
Pilgrim's Woodworks.
Now, Ed .... All of the bldgs that were created before the CH adjs
would have been matched up with chapters and how advancement
works, ie- what is need'd and when, and what is avail and when.
The new Tech tree is shifting the basic necessary CH to play both
tourn/spire to CH5, not CH3. While I'm not making a judgement on
that, I am saying that will effect how any new and future bldgs
will be developed, and how that effects the older ones.
Its impossible to go back and re-do hundreds of bldgs, mainly
because those players with older accts are grandfthered into
the old tech tree, thus you'd need 2 databases of bldgs almost
1 for each type of tech tree a player has.
There already is a glut of T3 out there that ppl talk about, yet
pushing ppl even faster into CH5 means that unless there are more
bldgs from now on, that give "forever" goods , the likelyhood of
most players to have too much T3 will just get worse....
I'm not a fan of the recent "switchable" production event/evolve
bldgs, but as you progress chapters you may not want the next
good, but you do want to upgrade to get more of what you're
already getting.....
All I was trying to explore, Ed , what are/might be the knock-on
effects to older buildings usefullness... when they weren't created
with the new techtree in mind..... thats all... I didn't even take a side
good/bad........ yet.
does that explain it enuff ?