i have tested this several times now and it seems that number asigned to both potter and Armourer reset to max allowed on load/reload of a save. That is if you have set max workers at say 6 in the potter but have unasigned 3 from the Proffessions meny, wehn you load up again you will have 6 workers asigned to the potter again. Same with Armourer. Seems like only these two. Did not find a post about this earlier.
What if you just went through a rough raid and had to redistribute workers. You don’t want to close the spots because you need to fill them again, but every time you load the game it messes up your setup… not cool
Agreed. I close the work slot fully, so I’ve never experienced this myself. It’s just part of the code rn. I look forward to what changes Crate may make to cater for this.
I find it much easier to control the number of assigned jobs from the Profession Screen, especially when I do heavy lifting tasks that involve a lot or builders or laborers. It’s quicker to temporarily reassign villagers from that screen. I also have part-time jobs for those villagers who would be sitting idle without work.
In my humble opinion, the game should restart exactly as we left it.
I had assumed this was a bug actually. Even though it is a temporary measure I still expect it to be remembered on save load. If I’ve set that number below max there is a reason for that at this point where the save is made. This is made worse by not being able to shift click to change 10 or Ctrl click to change all at a time.
When an army invades I temporarily set wagons and miners jobs to 0, otherwise they get slaughtered. If I save at that point, and then to load back in I have to click those buttons hundreds of times again. Or if I’m having a firewood crisis and temporarily set all the luxury production that uses firewood to 0, I expect it to remember that when I load.
I’ve rebound the professions tab to q actually because I have to press it so often. When the death notification sound plays I almost press it by reflex at this point.
I think of the profession tab as controlling the currently desired target workforce. Whereas I only change slots in buildings directly to control the max efficiency I might want in the long term. If I have an iron mine and a gold mine, but want twice as much gold ore, then I’ll set the max slots on the iron mine to 3. This is handy when I want to stop all mining for a period then have them return in that ratio afterwards. I do not like needing to fill dead worker spots though, I expect it to know I wanted that job filled because I had it at max on the profession tab.
While we’re on the topic, it is tedious that new buildings don’t all have all the job slots open when built. This is made worse by not being able to control job slots (or storage acceptance, or gathering zone) while it is under construction. Too many times I’ve got distracted while waiting for a building to finish construction and then not noticed for years that it wasn’t setup how I intended when I was placing it. Also nothing tells you those slots are disabled except remembering to click back on that building. Showing on the profession tab how many slots have been disabled would be handy.
I think the profession tab should show currently filled slots, desired filled slots (and let you control this here as currently you do), and disabled slots (with it taking you through the buildings with disabled slots if you click on it).
I agree that the settings on the Professions Screen should load up just as how we left them. By the time the next evening rolls around, and I have time to play, I guarantee you that I do not remember all of the reasons I had for setting numbers where they were. So having them load, just as I left them, lets me at least know that I am continuing whatever plan I had.
I also like MeowBeep’s suggestion for having the Profession Screen show the number of disabled slots, and control them as well. Much more efficient then pausing the game for a minute or two while I try to remember where I put that extra cobbler or soap maker that I needed, and adjust the slots right at the building.
I control amount of people doing any given job with the “P” hotkey interface
so I always have all guards spots “available” but unasigned for as much of time as I see as safe
(idk how you guys manage to keep 80 / 600 people assigned to guards, its incredibly expensive and Iack workers at everything)
same for farmers during winter
so if this spots auto fill with workers on load, it hurt the chances of my buildings repairing or being built or etc.
It IS loading how you left it. You’ve told the game to keep the slots open and there are fill triggers for these slots, one of which happens on load. According to what you’ve set in the game, it is resuming from where you left off.
They don’t auto fill other times. Like when new settlers come… I have to assign them. This is the only time (other than construction completion) that the spots get auto filled.
Right now I am recovering from a 400 pop loss due to a raid and plague. So I am working to fill all the spots back up to where it was pre mass death. I don’t want to close the spots as they are my goal, but every time I log in it fills as many as it can
I understand what you are saying. The game is designed with a trigger that, upon starting up the game, all available Profession slots will be filled. However, if I am doing a massive building push, or recuperating from a raid, I will drop the active professionals in some buildings for which I have a sufficient amount of product, and move them over to laborers or builders. Only temporarily, mind you. Once I have taken care of what I wanted to achieve, I then place them back.
From what you are saying, the game is designed that you need to visit each building for which you want to temporarily decrease the number of employees. Then you need to decease the number of job openings in that building. Once you are ready to “go back to normal”, you have to find each and every building for which you decreased the number of jobs, and reactivate them. If it is designed this way, I think it is a flaw and needs to be improved. If it was not intentional by the developers, then this is a bug.
Having the Profession screen leave the villagers in the jobs where you left them ( be it professional, laborer, or builder ) as intended, makes more sense, and is more efficient, then going back to each and every building to make the changes.
Alternatively, as MeowBeep suggested, the game is tweaked to allow control over the number of available slots from the Profession tab. Personally, I think that is an awesome idea.
Yes. I got it. The way I am doing it is temporary. I want it to be temporary. BUT, and this is the key point, I want it to be temporary until I SAY that it ends.
The way that the game is designed, any changes that I make are temporary until I start the game next time. UNLESS, I go to each building and toggle the open positions. Except that is permanent and I don’t want them to be permanent.