Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Of course, building several builders is quite an obvious way out. But I am not talking about the fact that it is difficult for the player to solve the problem that arises, but again about the same thing. On the counterintuitiveness of mechanics. After all, when creating the game, you probably reasoned traditionally. The building cannot work when a team of gloomy men with hammers and saws runs into it. And in most cases it is. Sawdust falling into the dough interferes with the baker, and the constant hammering above his head interferes with the accountant. But who, tell me, in the builders' premises can these same builders interfere with? :) Their work cannot interfere with their work, it becomes obvious if you take the trouble to think about it. I will not dispute the 10% efficiency you have now introduced, but personally I would give at least 80%. And that's not enough, but you need to depict at least some kind of fine. For, let's say, the general chaos caused by their work. After all, in fact, the builders' office is a warehouse and recreation facilities for employees. Of course, without the opportunity to drink beer and sleep for six hundred minutes after lunch, the work will slow down somewhat. But they must have a foreman for this, who, with the help of the magic power of the word, should increase their efficiency to average values :)

However, I digress again. I think you've got the gist of it. Builders working in their own office simply have no one there to interfere.

I totally understand your idea, the reason it is working like this right now is due to high development cost of such feature for single building type. I have full time job and this feature, unfortunately, would consume significant amount of time to implement and test, while impact on overall gameplay would be negligible (especially with progression). So, this is why in my opinion this problem have low priority right now and I’m trying to “hide” it by reusing already existing and working mechanics. But I will think about further boost of the default builder’s speed (or making it property of the city hall to be increased with progression).

I'm not asking you to fix it, and fix it urgently :) My job is to find the bug and tell the developer about it. And let him decide for himself what and how to do with it :) Logic usually has to be connected only to explain why it needs to be done. Developers are different :) I've been talking to one recently. He created an allegedly incremental game. And there are no incremental mechanics in it, which is what I told him. So he told me that I was an idiot and that I misunderstood the meaning of incrementality. When nothing increases anywhere, these are also incremental games :) Let's say warcraft, starcraft and other rts :)

So do what you want and at a pace that is convenient for you. I just explained why this moment looks illogical to me. Although it practically does not affect the gameplay. Just great games usually differ from just good ones in that they pay attention to the little things.

One of main reason I’ve pushed for public release is to get important feedback on early stages. On the other hands, this is why I had to sacrifice not only small details, but big ones too. Maybe after I finish proper population logic it will be possible to use unassigned citizens as builders with some penalty.