Pharaoh: A New Era

Pharaoh: A New Era

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Zandaran Feb 15, 2023 @ 1:33pm
Suggestion for recruitment walkers
I am not against this mechanic, but It would make a lot of sense to let them walk through roadblocks like the market supplier, the one that goes to the granary, can. I guess this may be a feature intended to make the player make small work camps that will never upgrade much....either way I like to keep my residential loops in a certain layout, and this recruitment walker thing might just make me switch to global recruitment....
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Janirmata Feb 16, 2023 @ 1:07am 
This is inherited from the original game.
The way it was done in the olden days was to plop down a singe house in the industrial era.
The recruitment walker only need a house, not the acrual population in said house
Borgessa Feb 16, 2023 @ 1:20am 
not sure if you know, but in the options you can set it to global employment, and you never have to worry about access to houses.. No more little derelict houses scattered here and there, to provide employment to industries and docks.. YAY..
gRRRz Nov 3, 2024 @ 9:45am 
Originally posted by Borgessa:
not sure if you know, but in the options you can set it to global employment, and you never have to worry about access to houses.. No more little derelict houses scattered here and there, to provide employment to industries and docks.. YAY..

you can also play the game as intended and develop actual neighborhoods around your industrial districts so people can actually live confortably there. for me global labour and building a miserable shack prone to the plague in the middle of nowhere is cheating. And it makes the game a totally different game where you can just lazily stack everything you need in one district; it sucks all the fun out of the game. That's how it would work in real life; you'd have people living not too far from where they'd work.
That's why the suggestion make sense, (or why not different sort of roadblocks; one for services; one for recruiters; maybe one for supply...)
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