That’s the gist yeah… like, I could create a directive that there needs to be a mine near some resource, and people would naturally go make the mine, but then make some houses, shops, roads, schools, etc. and eventually the mine becomes a village.
Or, I could assign specific people to do nothing buy build a mine, others to build houses, roads and so on. That would allow the projects to build faster and exactly how I want, but they would exclusively do the task assigned until they starve/revolt/etc. unless I pay flawless attention to assignments and re-assign workers to new tasks or put them on leave to take care of themselves.
Maybe have a research/policy tree that allows me to unlock things like work shifts, weekends/time off, resource allocation, markets, etc. all with their own benefits and ramifications.
i’d structure it so the tutorial gives the impression you’re supposed to oppress your people but make it so the win conditions are easier to achieve if you don’t union bust
that’d be fun, but I think people would catch on pretty quick unless there were some bottleneck events that can be achieved that way if things are well-planned, but would be “easier” done by going authoritarian… but that approach could have consequences further down the line. Just enough to keep that temptation going
i.e.: Town B needs resources from Town A, but they’re a long distance apart and nobody is building roads. You could plan a road and hope people build it in time, or you can force people to build it, at the risk of injury/death, which also increases anti-government sentiments. However, not building the road causes Town B to go into famine, but that could have been avoided if you placed the towns a little closer together or something
That’s the gist yeah… like, I could create a directive that there needs to be a mine near some resource, and people would naturally go make the mine, but then make some houses, shops, roads, schools, etc. and eventually the mine becomes a village.
Or, I could assign specific people to do nothing buy build a mine, others to build houses, roads and so on. That would allow the projects to build faster and exactly how I want, but they would exclusively do the task assigned until they starve/revolt/etc. unless I pay flawless attention to assignments and re-assign workers to new tasks or put them on leave to take care of themselves.
Maybe have a research/policy tree that allows me to unlock things like work shifts, weekends/time off, resource allocation, markets, etc. all with their own benefits and ramifications.
i’d structure it so the tutorial gives the impression you’re supposed to oppress your people but make it so the win conditions are easier to achieve if you don’t union bust
that’d be fun, but I think people would catch on pretty quick unless there were some bottleneck events that can be achieved that way if things are well-planned, but would be “easier” done by going authoritarian… but that approach could have consequences further down the line. Just enough to keep that temptation going
i.e.: Town B needs resources from Town A, but they’re a long distance apart and nobody is building roads. You could plan a road and hope people build it in time, or you can force people to build it, at the risk of injury/death, which also increases anti-government sentiments. However, not building the road causes Town B to go into famine, but that could have been avoided if you placed the towns a little closer together or something