Friday, September 1, 2017

Year 17 - Day 244

More colony work going on, and a little bit of work on some admin tools. I can now assign man hours to individual colony modules, and the lack of enough man hours for your Mining Module can now seriously cut into your hourly yield. Each species has a base amount of man hours per individual, and this will eventually be affected by the morale.

Because the amount of man hours, and eventually, power, at a colony can fluctuate, I'm working on coming up with a way for the player to prioritize which modules will lose labor or power first in case there is not enough. For now I think I'll let the player assign a value from 1 to 10 for each module, with the initial default being 1.

Then, when there is not enough labor or power to go around, the game will look at priority 10 modules first to make cuts, then work its way down to priority 1 last. In case of a tie, priority will go to the older module.

I'm also thinking about having morale being calculated for each group of species at a colony. So giving items to the colonists that makes the 1000 human colonists happy might make the 4000 Wookies unhappy and lead to bad things.

(No, there are no Wookies in my game.)

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