No one really says base building shouldn’t be allowed, more like that it shouldn’t boil down to Harvest Moon: The roguelike.
Start in the “sheltered” start, survive for a year and you’ll see what I mean. After a while it becomes extremely repetitive and rather pointless.
You can hunt for meat and farm plants, but what for? You can easily survive on acorns for the next century.
You can build walls and fortifications, but nothing will ever come to get impaled on those. And even if it did, it would be so much weaker than you, you could punch it to death without taking a single scratch.
90% of the game becomes irrelevant, with the 10% that remain mostly differing in names (cooked acorn meal vs meat pizza? it’s not like I’ll use that tiny morale bonus for anything…). When the relevance of choices boils down to the number of clicks to execute the choice, the best choice is that little ‘x’ in the upper right corner of the screen.
Plus, it’s not like anyone is forcing this “extreme farming” with enemies on anyone - if it got too hard, we’d just get a mod that brings back peaceful farming. Removing is easier than adding.[/quote]
Nope.
DDA is a post-apoc simulator, not a Roguelike. So we cater to everyone. For hardcore Roguelike players, there are quite a few mods that can crank up the difficulty–quite a few thanks to you–and that’s OK. The refugee center buys nonperishable goods specifically so people who want to go Harvest Moon may do so; folks who want to focus on other aspects may also do so.