

Not saying I don't complain about production quests, but they do serve a purpose. This means don’t start putting in a set before the event is over, because if you get to the end and are missing something that’s a lot of Store Buildings that you’re going to need to get the space back.

There needs to be more to city design than "how many OP event buildings can I squeeze in to max out combat stats or FP production?" Freeing that area you use for production quests does not make city building more interesting - it just means you stuff another couple OP event buildings in their place. First and foremost, sets typically are not worth building if you do not have all the pieces. Which then raises the question, what does that flex area do when it doesn't need to be blacksmiths for you? These are all interesting questions brought about by having production quests be a fixture of events. Maybe you have a flex area that can sometimes be blacksmiths to backup your 6 sleigh builders you use for "productions your age" when instead it's "24 8 hour productions". Or 12 and have it be somewhat comfortable.

You could maybe get away with only 6 but have it be highly annoying. Tradeoffs like "how many production buildings do I want for the quests I know I'm going to have to do?" To make city building interesting you need diverse and competing objectives such that you're making tradeoffs. City building should be a focal point of the game.
