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Joined 3 years ago
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Cake day: July 17th, 2023

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  • 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.


  • This would be an interesting concept in a city builder/colony sim type game - you can choose to give loose directives and have the people achieve it in their own way, but you have little control over how it happens, or you can choose to micromanage, which reduces the ‘free will’ of the people, meaning you now need mo manage more of the colony’s day-to-day needs.