View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017630 | Stars Beyond Reach | Suggestion | Oct 2, 2015 8:07 pm | Oct 3, 2015 12:37 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.915 (Happy Air, Happy Wallet) | ||||
Summary | 0017630: Increase workers required along with building level | ||||
Description | In 0.914 I was having to count and allocate individual births, it occurred to me that it may be fruitful to consider increasing the number of workers employed as a building levels up in addition to the other bonuses. This would also transition very nicely into something down the road (perhaps expansion), where a small shop that is level 100 might turn into a large shops or whatever. | ||||
Tags | No tags attached. | ||||
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Building level = building efficiency and not building size. I'm not decided on this, but I lean towards NO. |
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I was thinking more along the lines of how far they are into the tech tree. So the player gets used to the starting buildings using X workers, the next set of buildings 2x, and so forth. |
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As an example, I'm happily building away and then I notice I'm 600 jobs in the hole. I find out that Fishing Wharves now require 160 workers. |
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We're talking the individual building levels that increase with time, right? In which case, I'd strongly disagree because it'd sap population growth into maintaining current buildings and greatly hindering expansion. Also not realistic at all. If we're talking tech level, then I'd still disagree. It doesn't make a lot of sense for buildings to require a certain amount of workers based on what act you unlock them in, but more according to function and general game balance. |
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Sorry. I got confused. You were correct in your first reading. I'm on the fence right now. Early on it would be annoying, later on it would allow your population to continue to grow (because you increase workers used), while not requiring as many buildings to be built. |
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I'd rather have later-game buildings simply require more workers from the get-go. Then you can plan around this, and still have plenty of population growth but at the same time it's not constantly sliding around on you. |
Date Modified | Username | Field | Change |
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Oct 2, 2015 8:07 pm | ptarth | New Issue | |
Oct 2, 2015 8:11 pm | gnosis | Note Added: 0043241 | |
Oct 2, 2015 8:53 pm | ptarth | Note Added: 0043243 | |
Oct 2, 2015 8:54 pm | ptarth | Note Added: 0043244 | |
Oct 2, 2015 9:07 pm | Rythe | Note Added: 0043246 | |
Oct 2, 2015 9:17 pm | ptarth | Note Added: 0043247 | |
Oct 3, 2015 12:37 pm | Chris_McElligottPark | Note Added: 0043292 | |
Oct 3, 2015 12:37 pm | Chris_McElligottPark | Status | new => closed |
Oct 3, 2015 12:37 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 3, 2015 12:37 pm | Chris_McElligottPark | Resolution | open => won't fix |