Cancel, also known as...
“ I wanted to upgrade a wall but accidentally sent an attack on a portal. How do I cancel it?  „
...is one of the most community-requested, non-existent feature in the Kingdom series. There is no cancel order, cancel command, cancel task, cancel job, cancel work, or cancel build.
Common players expectation
Since the release of the first title on Steam, on 21 October 2015, a multitude of Kingdom players have suggested the inclusion of a mechanism to undo the Monarch's previous actions. The most common actions they would like to undo have been:
- mark a tree to be cut down by builders
- pay a wall to be built or rebuilt by builders
- send out knights to assault a portal.
In fact those actions do have the potential to cause great damage and even completely ruin a kingdom if mishandled.
Other less common requests would be the ability to change the place of a building (which is a sort of "canceling" the first building location), or even the option to completely destroy an already fully built Kingdom structure. Those types of suggestions have drastically lessened since the introduction of special towers, as archers are no longer locked on top of an archer tower forever.
Builders, ranked on top one and two of the "cancel" podium, have received a lot of hate from players that blame their own workers for strictly following the orders received from their masters.
Crystal clear Monarch limitation
Another player would mourn:
“ You are a king, but you can't command
your people to stop, or cancel the work. 
Absolutely true. Likewise any other king or queen on Earth, monarchs in Kingdom cannot do whatever they want simply because they have a crown. And, just as in a chess game—where each piece, including king and queen, has its own movement limitations—in the Kingdom series, an unequivocal, crystal clear limitation has been imposed to all monarchs. Along the years, many game mechanics have changed (note Monarchs been able to directly engage in combat), but that one characteristic remained untouched from the very first game project: monarchs cannot undo their own actions, they cannot contradict themselves.
Why this limitation could not be a thing
There are some fair reasons for which new players could desperately require a cancel button as an uttermost necessity, and one of them is that many of these players are not used to roguelike games. They see checkpoints, multiple lives and multiple saves as mere "quality of life" stuff that would not alter the essence of the game. And therefore the lack of these things would inevitably constitute a design flaw. And they would claim that, not having those things, does not make the game harder, but just boring and tedious. They have their point.
For another point of view, imagine a simple memory game like Simon, where the master would dictate a random sequence of letters, and the challenger should try and repeat that sequence. The rules: 1) the challenger would have to say the entire sequence, from the beginning to the end; 2) the master would repeat the sequence only once, each time the challenger misses it; and 3) the challenger can try as many times as they want, until they get the entire sequence. Now, some challengers would master the sequence within very few tries, while others would take a bit longer. And a third group of players would say: "Must needed quality of life here: when I miss a letter, I undo it and continue from there. OK... So, the "result" would be the same: mostly all of them, with or without the QoL stuff would get to the end eventually, as it's just a matter of repetition. But, if truth be told, can one really say that they were all playing the same game?
Bad player's action
Diving further in those arguments, it is clear that there is no agreement on what would be considered a bad player's action. People in favor of the cancel button usually define the bad action from the player in a very complex perspective, where they include the causes and motivations of each action; if the player had previous knowledge of the consequences before proceeding (for example, counterattack wave after destryoing a portal), if they could've had access to that knowledge, the sense of guiltyness, fairness, punishment and much more.
In a roguelike perspective, a bad action from the player is very simply defined as every single action that does not result in a successful situation. It doesn't matter if the player was unconscious of the consequences of that choice. It doesn't matter if that involved a terrible RNG. It doesn't matter if it was a simple mistake that cause the ruin of an entire kingdom. There is no morality or sense of fairness. It is completely useless to look for a culprit in roguelike. It's not a genre for those who feel "betrayed", each time they have to engage on quests without previous hand-held tutorial. There is no time for those types of thoughts and feelings. There is only the in-game world against the player character. After a defeat, one can either restart with better knowledge and ability, or Karen around the forums trying to speak to the manager.
Players that are not used to roguelike games will then refuse to accept the full concept of a bad player's action:
“ I set a wall area and an outpost to be built,
but then, because it was all overcast,
I didn't see that it was almost night. 
Back in 2015, when Kingdom had just been released on Steam, the concept of what the series could be was still ambiguous and players got flexible replies both from Gordon and Noio telling that destroying buildings and canceling actions "could be an option". Later, in 2017, Raw Fury came with a much more precise and categorical answer to the, until then, very persistent request:
“ Nope! Won't ever do that.
Gotta learn from your mistakes,
all part of the gameplay. 
It couldn't be more clear. But time passes... Things change... And Kingdom Two Crowns has abandoned some of the core characteristics of the roguelike genre, for example: there is no more ultimate loss (permadeath). The question could then rise again. Would the series move even further away from roguelike to the point of including a cancel command, as Noio and Gordon had once considered?
It's not like the pro-cancel guys haven't tried 👇
Appendix: the pro-cancel list
The list below is a sample of what was that community pressure for the introduction of a cancel option in gameplay. All logs were taken only from the Kingdom: Classic forum. Note how the demand explodes the day after the game has been launched on the platform (October 2015), and how it diminishes when New Lands is released (August 2016).
- Said a player on , 30 December 2017.
- “Game is not even hard once you know how everything works, just boring and tedious...” said a player on , 29 March 2016.
- Wikipedia: Simon (game).
- Said a player on , 7 April 2016.
- Game developer, Gordon, , 28 November 2015.
- Game creator, Thomas (Noio), , 14 December 2015.
- The video games publisher, Raw Fury, , 19 December 2017.