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Job efficiency/power consumption

3y
#1
So my original idea was to abolish the entire system of workers not going to work. The main idea was as follows: "as long as there is a job in a X by X radius around the housing, the colonist will take a job even if health no basic requirements are met. This is a bit of a spin on the idea of workers/no workers, but I think it should be deeper. If you havent met basic needs, your colonies jobs will be filled with 'inefficient' workers. The workers will completely fill the entire work force, and wont get anything done. It's kinda like the strikes of older versions (pre 1.0) but less heavy on the individual and more on the colony in general." This needs polish, but I like the end part. The idea of strikes is a fun and challenging part of the game. Besides, what could go wrong? ^_^
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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