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The reason you can decide the contents of housing? So the player can decide if they want colonists to have individual sleeping quarters populated with nice things (and a place to sit and eat), or if they want to give their colonists a military barracks like sleeping arrangement where everyone sleeps in rows of cots next to each other in crude shacks.
Same with production, different modules offer different trade offs or production options. If a player wants to design their production a specific way, then the tools allow them to do that.
Simplifying that to deployable starcraft/RTS structures with upgrade buttons very much pisses away all that option for diversity and chocie to the player. Something the original settlers didn't offer either as that too simply opted for generic deployables btw ;).
At the end of the day, I really get the impression that this game was never intended to be anywhere close to the likes of Banished, Settlers or other colonial population/size milestone games where buildings are just pre-moulded assets you plonk down and your goal is just to build the biggest collection of generic blocks in all the land.
Instead in Clockwork Empires the colonial management seems more of a setting environment for what is probably closer to a more automonous and detailed simulation variation of the Sims, rather than a colony building game like Banished.
I do often wonder how many people bought what they thought was something along the lines of a more simulated version of Banished, without thinking that perhaps they're buying something much closer to a detailed Lovecraftian take on the Sims concept.
And by 'The Sims concept' I mean a game that is focused more toward the individuals in the colony in terms of personality and needs, where your role is more about managing their environment and then seeing how things play out with the simulation.
Nothing like to suddenly find out your stockpile has 60+ human bandit raw stakes and nothing else to eat...
I for one think the residents of the Empire could do with second story buildings, paths/roads, and we need more knowledge of how things should work.
Take a page from Banished....Houses of would can be upgraded to stone and every house it's own stores besides the stockpiles. Fields are as big as you have space, and more choices of things to grow as well as livestock.
This might all come down the pike or never be part of the plan, but something need to be improved.
Well, yes my impression of that game was more in the area of Banished than Sims, you got a point there. The thing that makes me wonder about the furniture options is, do they have ANY impact on the gameplay !? As i said i need cots for people to sleep in everything else is not required. If i compare this to a more "Sims" kind of game, every piece of funriture has some kind of capability or satisfies a need. I´m missing this in the game. I can build a nicely furnished 2 cot house or a massive barrack but the people don´t care where to stay. They even don´t sleep in the same house every night, and they don´t care who sleeps next to them. Actually i haven´t seen people sharing a kingsize bed at all!
My "impression" is the developers themself haven´t yet decided which way they want to go (Sims vs. Banished), but that´s a crucial point of the whole game, isn´t it !?
Using the cabinet as a storage!? ...
If we look at the development report (http://clockworkempires.com/development.html) the game is 91% finished, buildings 94%, maybe what we are looking for is "hidden" under events, metagame !? which is at 31%. The 91% overall finished number was making me feel a bit uncomfortable when I see the current state of the game.
Paths - very good point there !
Fields - also agree that it´s pretty weird that you can create a 20x20 houde but only a 7x7 (!?) field
A good post to read regarding colonist simulation and how currently a lot of the colonist personality/needs system is disabled or scaled down so that people can actually play and test things without the additional colonist aspects getting in the way.
http://steamcommunity.com/app/224740/discussions/0/598199244893323195/#c530645446315724391
So things like additional modules not appearing to have a net impact on your colonists could potentially be put down to the fact that colonist simulation at present isn't running in full swing.
But when it eventually is, colonist personality traits like being materialistic and wanting to 'own' lots of things, or being drawn to more rustic needs and not caring about material wealth will likely factor in to how your colonists react to living in fancy dwellings or living in shared barracks and other environments too, llike their work place etc.
It's hard to really tell how it will have progressed until the simulation is going full steam once again. But it would all make sense in terms of tieing together.
So a kitchen would have a space where stockpiles could be placed that would hold raw food and cooked food
Ceramics would have a space where stockpiles could be placed where clay and bricks could go.
And so forth.