To what extent to we actually control the buildings? I don't mean placement (thanks for clearing that up for me, by the way. You -can- put them wherever you want.)
As far as the demo goes to tell us, there are four types of building: entertainment, farm, factory, and housing.
Entertainment is probably for happiness, farming for food supply, factories for the vehicles, and houses so they can "make babies".
I'm just wondering if the creatures will auto assign themselves to work in the farming building or the factories or go get entertained when they need it, or make babies when they feel frisky. I'm not sure I'd like to assign every single one of them to a task, but it would be a bit odd if they just generated all the resources completely automatically.
Obviously keeping them happy is necessary, but if they just go to the "entertainment" building whenever they want, what am I doing here?
Of course, I figure that within the four categories are different types of buildings. Like the vehicle editor (as I think Will called it) in the video seemed to double as a vehicle purchasing screen. Does this mean that for things like entertainment, I'll have to plunk down different types or values of happy giving buildings, like casinos or theaters or gyms or such?
Then there's the point about other tasks for your creatures. Are they really just going to run around the town like that, or will they venture a little ways out to gather food and money generating resources? In games like Empire Earth, it was sometimes necessary to send guys at least a short ways away to get a few things.
For farms, do they just go into the building and produce food? That's a little odd. I figure the farm building would be more like a market or something.
But again, the "farms" section may just lead into more buildings like actual fields or granaries or mines or market buildings like that.
Nobody may be able to answer these questions just yet, but I'll wait for it.
Spore is fun to wonder about.