MatthewAce
Captain
Reged: 06/25/04
Posts: 774
Loc: Neveron
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Selectable Worker Vacancy Priority
#162480 - 11/17/11 08:36 AM (220.255.2.32)
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As of now, vacancies in comms/factories/research gets filled up in that order.
What if we can select which area we would like to place more priority in?
E.G. Priority order: Factory/Research/Comms If you lose population by some means, your comms takes the hit first.
-------------------- Urbies are good.
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MatthewAce
Captain
Reged: 06/25/04
Posts: 774
Loc: Neveron
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Re: Selectable Worker Vacancy Priority
[Re: MatthewAce]
#162499 - 11/18/11 10:10 PM (220.255.2.70)
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Another idea is probably the ability to "mortgage/temporarily decomm" a factory/research/comms to free up workers (but I suspect that is a hell lot of work).
-------------------- Urbies are good.
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ghostrider
Lieutenant
Reged: 03/26/10
Posts: 522
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Re: Selectable Worker Vacancy Priority
[Re: MatthewAce]
#162502 - 11/19/11 12:20 AM (70.173.25.223)
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If i know right, the worker priorities were set like that to make sure an empire would make some sort of income before any other things got done. No reason to have all your research get done if you cant change what they are working on, much less afford to keep the units you have. First commercial to help money flow, then factories to make items to sell, though if you dont have ores, this isnt an option really. So I can see factories/research being the best to interchange. Commercials should not be messed with.
As for the second suggestion, it is easier to destroy the additional buildings, or build new residentials. It isnt a good investment return destroying the buildings, but sometimes thats what you have to do.
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MatthewAce
Captain
Reged: 06/25/04
Posts: 774
Loc: Neveron
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Re: Selectable Worker Vacancy Priority
[Re: ghostrider]
#162506 - 11/19/11 02:38 AM (220.255.2.71)
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Good point there
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DeathStar
Corporal
Reged: 02/05/11
Posts: 59
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Re: Selectable Worker Vacancy Priority
[Re: MatthewAce]
#162517 - 11/20/11 07:47 PM (74.193.56.74)
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if you need jobs go out and war for comms that has always worked for me
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wonko
Sergeant Major
Reged: 03/08/06
Posts: 273
Loc: park city UT
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Re: Selectable Worker Vacancy Priority
[Re: DeathStar]
#162645 - 12/01/11 06:56 PM (76.23.60.40)
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there is going to be a change where you can decide what percentage of workers go to what in your emp.
something like a slider button thing like in games like "civilization"
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ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Re: Selectable Worker Vacancy Priority
[Re: wonko]
#162667 - 12/03/11 05:01 AM (24.103.210.226)
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there are a few ideas under development about worker assignments
not sure if the 'slider' can/ will be used
what is being discussed is possibly changing that preset worker priority list
a player may want to shift attention from factory production to research
a player may already have several hundred billion in Current Funds, and would rather shift workers to factory or research
either option does not mean the player wants to destroy any buildings to accomplish that
so a possible future option would be to offer a variety of priority options, that can be selected by the player
Comms/Factory/Research Comms/Research/Factory Factory/Comms/Research Factory/Research/Comms Research/Factory/Comms Research/Comms/Factory
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MatthewAce
Captain
Reged: 06/25/04
Posts: 774
Loc: Neveron
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Re: Selectable Worker Vacancy Priority
[Re: ShadowMasterCM]
#162671 - 12/03/11 07:17 AM (220.255.2.89)
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Most excellent.
-------------------- Urbies are good.
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cbtgod
Lieutenant Colonel
Reged: 12/14/05
Posts: 1813
Loc: IN A BOX UNDER A HOUSE
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Re: Selectable Worker Vacancy Priority
[Re: MatthewAce]
#162737 - 12/07/11 02:26 PM (173.168.109.218)
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this is a solid idea but a slider i would not want. as it stands now when you check your empire. all you will get is you have this many workers not working, or you need this many people etc. id rather have an act break down of jobs, and be able to delegate like we do for factories?. the slider idea may work well for lower lvl empires. but for larger empires it would be a more dramatic impact? dont know how this would be coded. but the builds are already classified. comms, research etc? l8rs DABOSS
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ghostrider
Lieutenant
Reged: 03/26/10
Posts: 522
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Re: Selectable Worker Vacancy Priority
[Re: cbtgod]
#162742 - 12/07/11 11:18 PM (70.173.25.223)
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well i believe there are a few more areas that use workers and arent mentioned. They are the odd ball things like training facilities, repair bays, and I think one more. If you only have one, it isnt a big deal, but if you have a few, it can change things. Possibly make it so you can overload a building set with a declining return. 100 people research equals x. 150 people is x plus 1/4 x or something like it.
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buc
Captain
Reged: 08/12/05
Posts: 710
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Re: Selectable Worker Vacancy Priority
[Re: ghostrider]
#162751 - 12/08/11 12:44 PM (222.152.215.192)
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I dont believe training and repair bays use normal workers. training is just unassigned soldiers, and you hire repair bay techs outside of your emp
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ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Re: Selectable Worker Vacancy Priority
[Re: buc]
#162791 - 12/12/11 02:19 PM (173.243.45.2)
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repair bays hire repair techs from NASI. they are not workers creating income for your empire with jobs. they COST your empire funds to hire them from NASI one month at a time
Training is another expense, rather than an income, for your empire. You pay to train a soldier, for X days, in Y unit. There is no job there, and no income.
The only place that you have 'jobs' are Commercial, Research and Factory.
I have not investigated how exactly a Tech Center [TC] calculates its jobs but I thought it used the same as 150CF, meaning 108 job slots, and it was just highly productive.
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