The other day Krom and I just had a discussion about the arguments against this change, and I thought you'd like to read it some of what was said: (summarised by me)
1 - "I don't like it, it's not KaM style"
Makes no sense, KAM style allows to unlock many things at once later in the game. Besides it's not as if we unlock smelter before mines or something.
2 - "Newbies get confused by being offered more than one thing to build"
I don't think it's a big deal, that happens in all RTS games, KaM's initial linear tech tree is very uncommon (most games you can build 5 or so things right at the start). How many other RTS games restrict you to 1 option of what to build for the first 5 buildings? This change gives you more choices and less restrictions that slowdown the game. Storehouse, school and inn are unlocked together, that's sensible as they're all core buildings in your village. Woodcutter and stonemason are unlocked next because they're both for supplying building materials.
3 - "Players forget to build the inn because in multiplayer you must build it later in order to keep up with your enemies"
That's an important issue. Forgetting to build the inn is certainly a mistake but it's a bit harsh for it to be a fatal mistake. Two options to fix this:
a) School unlocks nothing, Inn unlocks stonemasons+woodcutters
b) Player gets shown a message when units are getting hungry but he doesn't have an inn (could be shown a few minutes in advance of units first getting hungry, so the player has 5-10 minutes to build the inn before anyone starves to death)
We think b) is the better option, because a) means the early game is sped up less, plus the inn is not needed for the first 20 minutes of the game.
4 - "Maps will need rebalancing"
That happens with lots of changes we make, we'll post a memo in the next RC email so the map authors are aware of it.
5 - "Map authors should be able to choose build order, why can't they choose the old original one?"
They can thanks to dynamic scripts. And maybe this will encourage more map makers to try out dynamic scripts and see how powerful/fun they are
6 - "Why does this apply to singleplayer too?"
Because we want to it to be a global change, in the same way we also made the shields defence bonus in both SP and MP. Making the early game more interesting and giving the player more choice applies equally to SP as it does to MP. Also, in singleplayer players can choose to what they do, there's no need to rush to build as much as possible before peacetime ends. So people who don't like the change can simply ignore it and build the old way (school, inn, stonemason, woodcutter) if they want to, so it's a very minor change which only affects players who choose to use it (and if you have some special SP map which requires a certain build order you can customise it with scripts)