View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017693 | Stars Beyond Reach | Gameplay Idea | Oct 5, 2015 2:16 am | Oct 5, 2015 10:21 am | |
Reporter | YukaTakeuchiFan | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.916 (Money-Grubbing Citizens) | ||||
Summary | 0017693: Could we choose where our population goes to work? | ||||
Description | If you don't already have something like this planned with your "City Management" feature - I see the sliders but the lack of tooltips doesn't make it obvious if it's planned - I was thinking of something. I noticed that my population doesn't really seem to have any rhyme or reason to where it works aside from 'the buildings they started out in seem to be where they want to stay working at', and with a small early-game population leaving a fair number of my other buildings empty, this means that buildings I'd intended on having an immediate effect, well... don't. Kind of a bummer in the early 'plop down as much as you can' phase. Could there perhaps be a way to manually divide up your population to where you could choose directly where they go, should the need strike (by this, I mean more 'by building type' than 'by individual building', which I know damn good and well would be a nightmare)? Perhaps allowing the AI to take it from there after you make your choices regarding your current population, or giving the game a general idea of where to prioritize? From what I see, it'd fit in your game's lore; you're just overwriting what's currently in your dudes' neural implants with new information relevant to their new jobs. I'd be happy to bounce ideas back and forth; maybe I could think of a refinement if you've got something to say. =3 | ||||
Tags | No tags attached. | ||||
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It's one of the things I'd really like to avoid, as it gets super fiddly very fast. That said, perhaps something that lets you say something by purpose -- just a few of them -- might be good: Prioritize Staff In: - Best Crown-Generating Buildings - Strongest Military Buildings - Science-Producing Buildings I dunno. That gets really fiddly really fast even there, and I wind up spending a lot of time in menus. That's not really the sort of thing that I want to be able to get my citizens to do, personally. If there are controls for adjusting every hair on the head rather than just "choose hairstyle," then I would probably feel compelled to use it. ;) I very much hear your point about the underlying need/frustration. But I'm not sure that throwing interface at it is the answer. I will have to mull on it. |
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Perhaps reduce employment to a percentage city-wide? Every building (unless shutdown) would have the same percentage employment. So if you had 50% of the workers you need, you'd have 50% employment in all of your buildings. It does mean a step away from the idea that 5 guys work here, it would be 5.232 guys work here right now. However, it would eliminate this issue. It would also shift more towards the perception that 1 citizen is actually representing a larger group of people. |
Date Modified | Username | Field | Change |
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Oct 5, 2015 2:16 am | YukaTakeuchiFan | New Issue | |
Oct 5, 2015 3:33 am | YukaTakeuchiFan | Description Updated | |
Oct 5, 2015 8:43 am | Chris_McElligottPark | Note Added: 0043386 | |
Oct 5, 2015 10:21 am | ptarth | Note Added: 0043391 |