Let's Transform Buildings

  • Glassware Workshop, Alchemy Tower, Vineyard House, and Marble Workshop


    These buildings can be constructed based on the island's luxury resource.


    For example, if I move a city with marble as its luxury resource to an island with grapes as its luxury resource, the existing marble workshop will no longer be useful.


    In such cases, I have three suggestions for converting these four buildings:


    1. A conversion feature can be added through research.
    2. A conversion feature can be added using ambrosia.
    3. Regardless of the island's luxury resource, all relevant buildings can be constructed.

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  • I LOVE this idea but I fear it will fail because of the Mechanics, behind the scenes or Programming involved, will be too great to pull off.

    Member of the Kingdom of God alliance on US-Medusa (merged from US-Eurydike)

    Former member of the Kingdom of God alliance on US-Eurydike (merged from US-Ny) (R.I.P.)

    Former member of the Honor alliance on US-Ny (R.I.P.)
    Former leader of the UNDEAD alliance on US-Ny (merged from US-Lambda)
    Former leader of the UNDEAD alliance on US-Lambda (R.I.P.)


    Administrator/Bureaucrat of WikIkariam - the English language Ikariam wiki

  • Hello,

    I understand the frustration, especially after merges and relocations, but I honestly think your third suggestion would create much bigger balance problems than the current inconvenience.

    Allowing players to build all luxury-resource buildings regardless of island type would completely remove one of the core strategic elements of Ikariam — choosing where to settle.

    Part of the game has always been making trade-offs:

    • Which resource do you need?
    • Which miracle do you want?
    • How active is the island?
    • Is the mine worth it?
    • Do you sacrifice resource efficiency for better strategic positioning?

    If every city could eventually have every resource-specific building, island specialization would lose much of its meaning.

    That said, I do agree there is a real issue after server merges and paid relocations.

    When players spend Ambrosia to move cities — especially after forced merge situations — having buildings become partially useless feels outdated and unnecessarily punishing.

    Your first two ideas are much more reasonable:

    1. Research-based conversion

    This would fit the progression system well. Unlock a late-game research that allows players to convert one luxury-resource building into another. This keeps the feature limited and strategic.

    2. Ambrosia conversion

    This is probably the most realistic option from Gameforge’s perspective because it creates monetization without breaking balance. Players already spend Ambrosia on relocation, so offering a building conversion option would make sense.

    I would even suggest a fourth option:

    When a city is relocated to a different luxury island, allow one free building conversion within a limited time window (for example 7 days after relocation).

    That would solve the merge issue without fundamentally changing the entire economic system.

    Right now, the real problem is not that players cannot build everything.

    The real problem is that modern relocation mechanics evolved faster than older building systems did.

    And that’s probably what should be updated.

    ты мне Гониш