Thanks a lot! Part of the problem is, that level 2 causes too many draw calls, since textures are not properly shared amongst 3d assets. That‘s a big downside of an 8 week development time with developers in the making.
In our second game Helios, we used what‘s called trim sheets to allow for many buildings being displayed simultaneously at little extra performance cost. However, this must be considered before starting development. It‘s a big learning we took from A Scholar‘s Tale.
Still it’s our fault and we’re happy that you take this into consideration. People can often be very rude when writing reviews, so we appreciate that a lot. All the best to you as well :)