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So if I have B=Building T=Tunnel
TBTBTBTBTBTBTB
Removing the first tunnel would eliminate all buildings behind it,. It would require quite the elaborate form of tunnelse to be able to turn on and off individual buildings unfortunality.
So, not a good solution but thanks for the reply.
The right way to control it would have been to reduce production by properly controlling buildings. Sadly this is not possible. Instead you have a lousy control of how many works there. As is even on low (1) all spots are filled. Not sure what those that decide things for this game had in mind, but for me it seems lack of understanding playing such a game, because this is not the only issue. See that a dev tells they are working on it, so hopefully they can get the game to be good.
One way to fix it might be to change how the worker amount of a structure works. Last (4) as is (full employment). Low (1) become "none", The two next (2 & 3) becomes low and medium, so even with people to fill the spots, it should have vacancy accordingly. Also let the power usage be according to amount of workers. Quick fix is to add a "power off, no workers needed".
Big changes in the works. Stay tuned!
One is to switch production of Farms and Greenhouses from something you have a lot of and at a good rate, to crops that give little. But if you have a lot of food production structures, it is micro managing. Then later on you probably need to switch back again. Since no way (else someone please tell me) to select some and do the same setting.
Suggest use ALT+Select (leftclick) to select ALL of that kind of structures, the CTRL+Select to mark some (like selectively marking files in windows explorer and similar).
Can make this even better to then have the possibility to "save" such a group. Like in StarCraft where you do CTRL+digit (0-9) and select the group with the number assigned. Also add the same way to add or remove to a group. Then you also have a way to much easier manage seasons or "crisis".
Fortunately Mills and Chemical Plants have a "same as others" setting, but that creates only 2 groups. Rest you have to micro manage, but fortunately you do not need very many of those structures.
Another production reducing "trick" is to build structures you do not need and set to fill. Preferable the cheapest ones with best ratio towards the max count of workers. Hopefully buildings that can be used later tho, so avoid recycling if short on space or nanites.
Might be some other ways too, but I have to play some more first, or someone else post some tips. OK, shortly onto my first attempt on Tenari Glacier, almost only Campain badges left.