In order to get any of the necessary work done, like building housing, chopping wood, etc., I have to prioritize everything. That really accomplishes very little. How about allowing us a tiered system of priority – 1, 2, 3. Priority one we could assign to those things we need done right away – building housing when you get immigrants and don’t have sufficient housing for them. Slightly less important jobs could be priority 2 – getting more wood chopped (or building a work camp). And the tertiary jobs could be priority 3.
IMHO this already exists within the game:
- Priority 1 = current assign priority
- Priority 2 = current unassigned priority
- Priority 3 = stop construction
This kind if detailed priority is something you have at the very beginning of the game when you don’t have enough builders and laborers to cover everything, so it’s easier to keep this under control.
Once the city gets bigger you have labor to spare and you no longer need priority.
It’s also important to keep in check how many things you put under construction, as to overwhelm the workers.
Not applicable. It’s not the personnel, it’s the projects I’m looking to prioritize in a tiered fashion. The way it works now, the prioritizing is scattergun – whatever the builders and/or laborers pretty much want to do next. I’m looking to refine this so that they will take on the most important (as I would designate them) projects absolutely first, then the secondary-ranked ones, and then the tertiary projects.
You literally can control what’s being built with the enable/disable construction checkbox.
If you want to micromanage construction you already can.
I really cannot see any advantage with your idea, since you’d have to constantly change priorities as the resources grow and lower.
Ah. I wasn’t familiar with this. Learning something new every day with this game – and there is so much to learn! This old granny-gamer thanks you. I’ll see how it works out.
Well, I tried it. I had some houses scheduled for building, but the lots needed to be cleared first. Then I decided that I would build a market before building these houses, so I disabled the construction of the houses. The land-clearing continued, and nobody came to clear the land for the market to be built nor to build the market. I think my plan would work better and more efficiently.
Yes, stopping construction literally stops the construction.
Putting down the construction site, though, marks all the resources on it as “harvest”, which is not part of the construction job.
I find coal to be one of the most difficult resources in that my maps don’t seem to have much, if they have any at all. It would be nice, and would make sense, if we could do stones like we do coal and gold and iron and all – be able to build a quarry next to/on top of a pile of stones, especially the very large ones, and have the quarry mine stones just like the other mines for gold and iron and all.
Right. What I’m talking about would be a very definite “do this one first, then do this one, then do this one” where I am controlling much more finely what project will be done and in what order. As it is, I find that what gets done when is up to the whim of the builders and I have little control over that. You may call it “micromanaging,” but I call it getting the important stuff definitely done when it should be done, rather than having to wait for builders or laborers to indulge their whims.
You can do that with the worker camp. You just need to set the ratio of wood/stone to only stone.
Well, I understand your point of view, and frankly it’s something I have also struggled with in my first attempts, but we have to change the perspective of how we approach the game based on how the devs envision it.
I understand it’s not the solution you want, but the way to approach a more guided construction of buildings is to literally put down the site only after the previous building has been completed.
Personally I put down the site to take measurements, build the roads around it as placeholders, and then remove the construction site until I know I have the resources to build it.
This thread is Ideas and Feedback. It’s an idea. It’s feedback. It’s possible sometimes that users come up with ideas that make the devs change their perspective (not that I’m confident any of mine will, but there’s always a chance). This seems to be a good working collaboration, really. At least the devs are listening to us and interacting with us. Refreshing!
This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.