Worker Management

In the previous version (5 and lower) it was useful to be able to assign different priorities to each worker on the same plot. (For example, with two Foresters you could have one prioritise wood and the other stone to obtain balanced production.) Now, it seems that this is not an option, so different plots are required. It seems to me, therefore, it would be more practical and much simpler for the player, to use the plot sign to give orders on the plot and free up the worker management for some very interesting future development of the individual.

Looking back at founders Fortune, these little Founders were lifted out of being mere mechanical cogs into relatable characters by developing skills and hobbies. You knew them by name. Unfortunately, at present, Crafters are wooden and characterless. I am assuming that there are plans for future development. The management tab, if management were assigned to the plot, would then be available for characteristics and/or skill development.

Looking back at FF, the initial pair land in a random position, then you decided where they put down roots on the island and, more importantly, your founders built a signal fire, which could be moved at any time if desired. This was, I think, an excellent way to start and could be adapted to building a camp fire, seating and tents.

I am finding the speed of research, at least at the early stages, very fast compared to my ability to build and furnish. There are pros and cons to this. Right now, I have called a temporary halt to research in order to catch up. Switching back and forth does not seem to carry any rewards or detriments at this point. Is there any plan to introduce this aspect to the game. It does not seem quite right to me that I can just move my researcher on to farming and then later employ an entirely different Crafter to do research without penalty. One of the aspects I loved in FF was being able to set a Founder to read in order to improve their abilities and efficiency.

1 Like

Hey Wai, sorry for the late response to this, finally found some time :slight_smile:

true :+1:

Yeah, so on one hand we definitely have some plans here. But on the other hand, HavenCraft has bigger max population (up to 300 or so) and also, it’s a lot harder to know what people are doing when you control your own character. In games like Founders’ Fortune, the Sims, or RimWorld, you constantly see the internal state of each person, their thoughts, etc. You just can’t have that level of detail with a third person perspective.
So bottom line, we have to be thoughtful with deciding which features make sense in HavenCraft and which don’t.

Also the others are good points. We’ll have to ultimately try and test different things here. Skill development makes sense, but how complicated does the work management UI get then, for example.