Please moderate idle behaviour

Just kidding of course with the hustle culture

Still I like the wide variety of behaviors the villagers have. Sure sometimes things can get a little frustrating, but that’s an unavoidable part of this genre of games to me. I’ll leave this discussion now.

This is why I suggested it got some kind of mechanical bonus to the game. Perhaps it could be folded into the Family happiness thing and renamed into something like Culture (similar to how being able to stop working to go to the Pub to drink has mechanical benefits).

1 Like

Food and goods are the result of production.

The Final Frontier has always had the high winter Seeking Shelter event.

Production has always stopped at the end of the year, and started fresh in spring.

Not long ago, Crate decided to throw in random Seeking Shelter events.

The insipid ‘adding difficulty’ mantra every game company succumbs to at the end of their ideas.

It shows us all where the current limits for the game are.

But hey, now that we have forever-resources, there’s nothing here that says the Town Center has to max out at level 4, that it can’t reach level 10, or 50 or 100, with all the difficulties doing so would entail.

When resources were limited to what was on the map, it made sense to top out at level 4, even with what the Trading Post could provide.

Deep Mines ended that constraint.

Except for paying the artists, I don’t understand what the holdup is anymore.

Instead of mucking about with the current game mechanics, even breaking things*, to try to squeeze one more week of difficulty-interest out of it, get to work on the next five levels.

And remember, when adding difficulty it comes in from the top down, not from the bottom up.

Get to work.

*Towns started dying when those random Seeking Shelter events were added, because Farmers dropped their crops to run for shelter during harvest.

Those dropped crops were not picked up again by Farmers, who were/are not coded for it.

Picking up dropped items is a Laborer task, the lowest of their priorities.

Many of what had been successful towns were now seeing 3/4s of their food rotting in piles, because Crate thought ‘some difficulty’ needed to be added.

Knuckleheads.

Villagers with particular jobs should prioritise those when they are time-sensitive; for example, farmers during planting and harvest seasons.

However, as a whole, I think this game works beautifully with its commitment to showing a realistic village/town life which includes people seeking rest and downtime.

Perhaps the balance just needs to be tweaked for certain essential professions, or more policies added to help players curate to the town’s needs during times of scarcity and stress.

1 Like

If realism is the goal, then a nine month gestation period before new children being born is required.

Not these ‘instant infants’ that magically appear the instant you build new housing hoping for more immigrants.

Filling up space with useless consumers that produce nothing for over a decade.

There are huge gaps in the ‘realism’ factor here, so pretending to have ‘downtime’ during production season is not a worthwhile goal, unless it is solely to gank production.

EVERYONE who thinks this is cool, I suggest you STOP hitting ‘ESC’, and LISTEN to the opening intro of a new map.

Including, and especially, the developers.

The seem to have forgotten even the name of the game.

1 Like

It’s a fantasy game set on a fantasy world. Could be there that instant infants are a thing; we don’t know anything about the world and how it works.

Well, we know that ‘in this world’ starving and freezing people would rather dance, sing and chat with neighbors, than grow food or produce the goods necessary to feed themselves and stay warm. :unamused:

1 Like

Just like in the real world people wouldn’t bother with all these things until they were already starving and freezing.

Your issue of “I need X resource asap” means you haven’t planned ahead. Consult game stats and graphs at the end of each year to see the production/consumption rates and spot the problems early.
Do not accept new migrants if you have food/shelter shortage. Don’t build next tier buildings if previous tier needs aren’t satisfied.
Laborers/Builders number is very important, it’s better to have understaffed production than not enough people to carry resources to storage.

2 Likes

I hope you have this post ready for yourself every time you encounter a bug in this game

I know this is a common issue but my post is in respects to villagers letting crops rot in the fields while theyre off doing laundry, chatting with neighbors, grieving, dancing, gardening, browsing, idling, praying, or the miriad of other things other than their job. Just a little prioritize button to encourage focus, even if it entals a small unhappiness penatly, even if that penalty grows with time. I know 3 farmers is all it takes to run a 12 X 5 plot, but when they just abandon the field, its annoying.

Which policy is available from the beginning? I haven’t seen it.

Something I don’t understand is when my hunters and gatherers leave piles of food in their work buildings to rot instead of clearing it out or a labourer gathering it over winter. I always stay above the requirement for builders/labourers and yet I see food going to waste every year without fail. I’d like to see a fix for that.

I believe this could be remedied with a more complex option in the labour menu or simply a prioritize button beside each option so those workers know they need to work more than leisure. I would understand happiness penalties for excessive or prolonged use that would fade with time.

Crate is doing it on purpose.

It is their idea of ‘adding difficulty’, to try and squeeze another weeks worth of interest-clicks.

When we complained about the introduction of random Seeking Shelter events having a dilatorius effect on previously successful cities, they claimed they fixed it, but instead they added all this new ‘FUCKING OFF’ BULLSHIT.

Someone at Crate has a truly sadistic character flaw, and should seek help for it, instead of taking it out on their customers.

That individual is breaking this game.

I can’t check in the game right now, but if I remember correctly it’s the top right policy. It doesn’t limit idle behavior, but it makes work 20% faster with an increased injury rate and 10% happiness penalty.

Effectively it’s like your workers spend 20% more time working

Not possible.

Unless you’ve already taken 20% (or more) of productive time and make it useless idling.

Villagers are idle during the high winter Seeking Shelter event.

Crate thinks it is funny to see our town fail.

Rather than building new levels with new problems of their own, they seek to tear down what we build now.

I have asked in another thread to have sheep and wool introduced so the leveled up weaver shop can create wool clothing to negate the winter seeking shelter event. I imagine that the quantity of wool and sheep needed for larger populations would be challenge enough for that sort of thing and no other limitations would need to be intruduced such as livestock sickness Ive heard rumblings of.

I havent seen that. Will check again when Im home after work. Though not as focused as I would like, that would be a stop gap to the sort of thing I hope to see in the future available in the early game before policies are available.

That policy is available at the start of the game