I'd argue the donkey upgrade is in the wrong position then, since having it in both tabs is absolutely inconsistent and bad design. In
the flag menu there must be an additional check if it's also a path, and the menu changes based on where you click. Same with AutoFlag.
It also means that AutoFlag is potentially the third button in the flag-placing menu, which is a problem as well. Why not add snap path
in the same tab, too?
But whatever having it on the first open tab is a good idea
That's the thing though. It is in the first open tab if you click on a non-flag path node. Every path has those, so it's not like the
player ever has to switch to a different tab, once they learned how to use that tool. I trust players not to be so stupid not to
We remove ambiguity. Imagine a path of length 5. Setting flags everywhere w/o specifying where to start results in 2 possible
places to place the only possible flag (left or right if the middle). Having to select a free flag first will always start there and
set a flag every 2 nodes.
Sure. But at the same time, usefulness is decreased.
If the flags are set independent of where in the path you clicked, you can use autoflag starting with a path of length 4. If you have
to hit a flag, both length 4 and length 5 would only place that one flag where you clicked, so you can just place that one flag (button
is really big, can't miss it)
At length 6, and any even number above, you get a problem - You might click on an uneven node, causing two pieces of length 3. This is
where the usefulness decreases, since you can mess up any path of even length. This weighs harder for me than the "ambiguity", since
autoflagging would be done in order to not care about their placements, so either result would be fine as long as the number of length-
3-paths is minimized.
We assure that clicking auto-flag places at least 1 flag w/o further checks. Otherwise we would have to check the whole path
when opening the window if a flag could be placed anywhere.
You don't need any checks beforehand. As long as it is your path, the button can be there, and it will do exactly what it promises -
place as many flags as possible. That number can be zero. Hence again why it makes sense in the "snap path"-tab, as it would always be
If you don't like 'useless' buttons, you'd have to perform a path check anyway to see if the path is at least length 6, since otherwise
it would be useless in the set-flag tab. And mind you - having something useless in the set-flag tab is far worse than having something
useless in the snap-path tab.
How about a third option? Instead of allowing to autoflag an existing path, allow a flagged path to be buildt. Since you start the path
on one end, there is no ambiguity. It could be useful even in early game, and it would be neither in the set flag-tab nor in the snap-
It would make sense in the flag menu. There are already up to five icons, six is too many - something would need to go in a seperate
tab. I'd make a seperate "naval flag" tab that only appears for naval flags and includes the waterway and, if they ever come to
fruition, bridges. This would play into the original concept of tabs representing different objects on the node (buildplace, flagplace,
flag, path, nothing) and waterways are rare enough that banishing them in a seperate tab wouldn't really matter.