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Ability to Refuse or Cycle Food Requests for Buildings

Suggested by
on August 7, '26
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In early game 1 bronze coin for 3 wheat, or 2 bronze coins for 6 carrots, is balanced; but as time goes on, some of especially those early recipes feel unbalanced in terms of supply cost vs. reward, especially when wheat in particular is used for SO many recipes.

One solution to this would be if there were a way to 'refuse' or cycle through food requests for a building. Even if it cost a small amount of energy or coins, that would make it easier to be strategic about fulfilling orders/making the most of supply surpluses you may have without getting stuck with (for example) 7 requests for Flour in a row that completely drains your wheat supply for a pittance of money.

An alternative )or complementary) solution to the issue would be to be able to upgrade recipes in the same way crops/animals are upgraded, so that each one you fulfill has a small chance of dropping an 'upgrade' card to increase the amount of money that recipe provides.

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