Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On the surface it doesn't look that bad. Just make people reserve places in the next shift of a factory and leave home early. But this doesn't take transport into account.
Buses would have to follow a very strict schedule. That means if they are 10 minutes late because of a traffic jam then the whole building will shut down.
And if they don't want to arrive too early then buses will have to find some place to wait and it can cause a traffic jam.
Besides, how do you imagine a whole shift of 600 workers arriving at a steel mill via buses all at once? That would be a traffic nightmare.
That's why i don't mind the current system. It's good enough.
P.s.
For your information, decreasing the length of the workday from 11.5 to 8 hours was one of the first things Soviet government did after the revolution.
Now the distribution of workers is gradual and customers do not arrive all at once.
Then you would also lose precious workforce because now if somebody is satisfied his free time is ended and he goes to work. And those who are happy and satisfied work longer. In fixed shifts scenario you would not be able to benefit and most of your buses would be useless outside peak hours.
1) Yes ? I mean I'd rather manage a minimal amount of traffic and scheduled public transports than having to fight an unintuitive and boring mechanic.
2) It doesn't feel like a game about the glory and humanism of the USSR though.
1) In a 3 shifts scenario, everyone has rouglhy 16hours of leisure/day, it's more than enough time for all workers to fill their needs while not clogging everything. If every worker has to fill the same priorities first (like going to groceries), it might be a problem, but it doesn't have to be that way. If needs are prioritized individualy, then it would be just as it is now for this part.
2) In this case the "satisfied worker works longer" mechanic could be removed, it's just gamey and not very interesting imo.
3) That's what scheduled public transports are for, and it's not like the bus lines we are currently using usally do more than 3 travels/day ?
Currently a worker going to work reserves a slot at the factory, so they are usually running at 80% even though some workers are jobless.
For example if he needs to visit a doctor and spends 2 hours traveling there and then waits in the qeue he has much less free time to get to shop and do other activities.
The system is not that simple. It can work in Surviving Mars where you do not need to manage transportation too much but here the transportation is crucial. And travel times are counted outside work and free time.
Also, not all people have to leave the building. It could be also that every 4h a shift is changed (but with half people) to reduce traffic burden.
It doesnt need shifts anyway -
The most important is that workers need to arrive at the work place BEFORE their shift starts, not start walking after the shift of the other person ended
For foot passengers walking from home this is easy to determine how long they take (it doesnt have to be absolutely precise to work well enough)
And people know that in 1h there will be a free slot, because the person working in their slot has already 7 workhours. Also, we know how many persons will leave in 1h.
They arriving workers should just wait inside the building or in front of, when they have arrived too early and there is no slot (waiting counting towards travel time limit)
And waiting for service is (should be) the exception, therefore "not enough free time" is silly argument, when we already have an allowed worker travel time of 4h.
Count waiting in front of work place towards travel time, and there will be no difference in freetime.
Let's imagine you have a factory that needs 4 buses to be fully staffed. All 4 of them have to arrive and unload at the same time which is impossible. They'll need to enter and unload one by one. But that takes time! Muh efficiency!
Now let's imagine one bus was stalled by a bulldozer and arrived 1 hour late. That means workers it was carrying will only work 7 hours till the next shift. Muh efficiency!
Then these buses will have to go somewhere to wait. Where?
Then they have to go another round. But how early should they leave? How should they take into account the snow on the roads? The night time? Other buses using the same stop?
It will require a full overhaul of the whole production and transportation AI and UI. This is a very large task and its cost will outweigh all the (not very significant) benefits of the work shifts.
Yep. Add the overhaul of the citizen AI to the list while we're at it.
It's a game about the glory and humanism of an unnamed soviet republic where true communism has already been achieved and no one is allowed to oppress the working class. Even the player.
...
Workers going to the "queue" could actually work. It's (probably) relatively easy to implement compared to the monumental overhaul for the work shifts.
And why exactly is that bad? You need more workers working simultaneously? Then it would be much easier for the devs to just increase the worker capacity of factories.
1) No need to be aggressive. Because it is difficult in your opinion doesn't mean it's not worth entertaining the idea for a moment. Are you from the dev team ?
2) If your opinion is that things are as good as they could be, why bother replying ?
3) Yeah, why not overhaul the worker AI too while we're at it !
4) Sorry, but it's not really the topic of the discussion. I think you're projecting something here.
Anyway, the "workers waiting in queues" solution was the one I proposed as a first solution and is very obviously the easiest fix, I just think the issue is worth discussing.
Yes ? No ? I mean, they would still almost never be staffed at 100%, and as said in the previous discussion it can be a problem for some buildings with low worker count like sportfields or the coal plant if it's a little far away.
Now I could work and it could not. But how much time is needed to develope the whole system from the scratch? I think it is not worth it because the work hours needed to make that happen.
Then you need to teach other players how to play the game they are used to play in certain way totally differently.
But maybe it can be implemented in another game.Just try to imagine how much time the developer spent when he was inventing the current mechanic. All that would be waste of time then.
IMO vanilla sportfields are totally unbalanced, and I hope they will be reworked completely.
As to other buildings, I don't see any problems with them. Yes, it's hard to staff them at 100%. So what? IRL factories and offices have open vacancies all the time, too.
and then, when given a reply they just go "yeah, whatever, just give me what i want!"
I wonder why i am so aggressive sometimes...
No, since you mentioned that first and later continued the discussion, it IS a topic of discussion.
"Cruel work shifts" you suggested will not bring anything noticeable because the level of production is limited by factory output and will confilict with the theme of the game.