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{{construction}} | {{construction}} | ||
[[File:workforce_icon.png|left]][[File: | {{for|the employment/working mechanics of citizens|the category of buildings|Work}} | ||
{{tododiv|{{bubblesmall|Many images of workers}} {{bubblesmall|List highest skilled species within the list of professions}}|620px}} | |||
{{imagefix|[[File:workforce_icon.png|left]]}}[[File:workforce_gui_help.png|thumb|260px|right|Workforce GUI, with explanations of each element.]]Your '''workforce''' or '''employees''' are [[citizens]] that perform assigned jobs. For employees to be made, the player must first construct [[building]]s that are meant for creating services and/or [[resources]]. Then, the player must assign employees to said buildings. These employees will constantly do their jobs in their respective buildings, only stopping to fulfill any wants or needs they have. | |||
Note that citizens, by default, and not designated for employment will be an [[odd jobber]], which is someone who idles until the player gives a [[command]] or wants something built. More employees cannot be assigned to anything if there are none available. This can be rectified by reducing employees elsewhere or growing your [[settlement]]'s population. | Note that citizens, by default, and not designated for employment will be an [[odd jobber]], which is someone who idles until the player gives a [[command]] or wants something built. More employees cannot be assigned to anything if there are none available. This can be rectified by reducing employees elsewhere or growing your [[settlement]]'s population. | ||
Work priorities can be customized, which is very helpful for making sure that individuals belonging to a certain | Work priorities can be customized, which is very helpful for making sure that individuals belonging to a certain [[species]] are working to their strengths. This is also helpful for making sure workers begin working in some buildings sooner than others if employees are limited. Priorities can set for rooms in general, for different species and even for [[slaves]]. The larger a building is, including the addition of more [[components]], allows more employees to work there, and by extension, increases the amount of resources and services being produced. | ||
== [[ | [[Nobles]] can be appointed to oversee an industry and increase the work efficiency of others. Only a set number of nobles can be chosen, depending on the level of the settlement, which is in turn dictated by population. [[Schools]] and [[University|universities]] will give citizens a significantly large boost in working skills. | ||
Each of the five | |||
The [[Argonosh]] is designed to not like working. Therefore, it may be in the player's best interest to not make them part of their workforce at all. Despite this, there are some jobs that the Argonosh would still enjoy, according to their stats. | |||
== [[Species]] == | |||
Each of the five species in the game have unique bonuses that boost their efficiency in doing certain jobs, but as a trade-off, also possess negative work traits. Because of this, the player should manage citizens of different species to work certain jobs they would be best at. | |||
{| class=wikitable | {| class=wikitable | ||
! style="text-align: left;" | | ! style="text-align: left;" | Species | ||
! style="text-align: left;" | Expertise | ! style="text-align: left;" | Expertise | ||
! style="text-align: left;" | *Highest building bonuses | ! style="text-align: left;" | *Highest building bonuses | ||
Line 33: | Line 39: | ||
| Intelligence | | Intelligence | ||
| [[Guardpost]]{{-}}[[Court]]{{-}}[[Library]]{{-}}[[Administration]] | | [[Guardpost]]{{-}}[[Court]]{{-}}[[Library]]{{-}}[[Administration]] | ||
|- | |||
| [[File:tilapis_small_icon.png]] [[Tilapis]] | |||
| Nature/Judgement | |||
| [[Hunter]]{{-}}All [[Pastures]]{{-}}[[Guardpost]]{{-}}[[Court]] | |||
|- | |||
| [[File:argonosh_small_icon.png]] [[Argonosh]] | |||
| Combat/Punishment | |||
| [[Training Ground]]{{-}}[[Guardpost]]{{-}}[[Scaffolds]]{{-}}[[Slaver]] | |||
|} | |} | ||
<small>*Building fulfillments for a | <small>*Building fulfillments for a species that's 100%.</small> | ||
== Management == | == Management == | ||
=== Employees === | === Employees === | ||
{{imagefix|[[File:employment_counter.png|left]]}}[[File:workforce_gui.png|thumb|150px|right|Another workforce GUI that can be accessed when clicking the workforce button at the top of the screen.]]Managing employment is one of the most prominent and important tasks in the game. Every settlement needs a constant, never-ending supply of resources and helpful services. The importance of this management will only increase as the population of a settlement increases. There are many issues that arise with improper management, or even just bad luck, such as not enough resources being produced fast enough or too few employees being available for certain jobs. If too many employees are chosen for buildings ''and'' that surpasses the amount of available citizens, the employment number will actually reach down to negative values. | |||
[[File:employment_counter.png|left]]Managing employment is one of the most prominent and important tasks in the game. Every settlement needs a constant, never-ending supply of resources and helpful services. The importance of this management will only increase as the population of a settlement increases. There are many issues that arise with improper management, or even just bad luck, such as not enough resources being produced fast enough or too few employees being available for certain jobs. If too many employees are chosen for buildings ''and'' that surpasses the amount of available citizens, the employment number will actually reach down to negative values. | |||
Buildings have an "auto-employ" option, which will automatically manage employees based on how needed the building is. This is a good way for a building to automatically manage employees, giving the player one less thing to manage, but this can leave buildings in a below-average status in terms of producing enough of a resource or service. | Buildings have an "auto-employ" option, which will automatically manage employees based on how needed the building is. This is a good way for a building to automatically manage employees, giving the player one less thing to manage, but this can leave buildings in a below-average status in terms of producing enough of a resource or service. | ||
=== [[Janitor]] === | === [[Janitor]] === | ||
Very early on, a janitor building should be built. Janitors are needed to maintain the quality of all nearby buildings so that they don't [[degrade]]. If a building has degraded too far, they will begin to suffer negative effects, which affect the efficiency of how they produce goods or services worse and worse the farther the degrading progresses. Note that choosing higher tier building materials as well as providing proper [[isolation]] can reduce the rate of degradation. | {{imagefix|[[File:janitor_icon.png|left]]}}Very early on, a janitor building should be built. Janitors are needed to maintain the quality of all nearby buildings so that they don't [[degrade]]. If a building has degraded too far, they will begin to suffer negative effects, which affect the efficiency of how they produce goods or services worse and worse the farther the degrading progresses. Note that choosing higher tier building materials as well as providing proper [[isolation]] can reduce the rate of degradation. | ||
Janitors will always need resources to repair buildings of the matching material type, so it's imperative that resources always be available to them. | |||
[[Category:Gameplay elements]] | [[Category:Gameplay elements]] |
Latest revision as of 19:08, 16 September 2023
This page is currently incomplete and/or under construction. Please wait for it to be completed or edit it to aid in finishing it. |
This article is about the employment/working mechanics of citizens. For the article about the category of buildings, see Work. |
Many images of workers List highest skilled species within the list of professions
Your workforce or employees are citizens that perform assigned jobs. For employees to be made, the player must first construct buildings that are meant for creating services and/or resources. Then, the player must assign employees to said buildings. These employees will constantly do their jobs in their respective buildings, only stopping to fulfill any wants or needs they have.
Note that citizens, by default, and not designated for employment will be an odd jobber, which is someone who idles until the player gives a command or wants something built. More employees cannot be assigned to anything if there are none available. This can be rectified by reducing employees elsewhere or growing your settlement's population.
Work priorities can be customized, which is very helpful for making sure that individuals belonging to a certain species are working to their strengths. This is also helpful for making sure workers begin working in some buildings sooner than others if employees are limited. Priorities can set for rooms in general, for different species and even for slaves. The larger a building is, including the addition of more components, allows more employees to work there, and by extension, increases the amount of resources and services being produced.
Nobles can be appointed to oversee an industry and increase the work efficiency of others. Only a set number of nobles can be chosen, depending on the level of the settlement, which is in turn dictated by population. Schools and universities will give citizens a significantly large boost in working skills.
The Argonosh is designed to not like working. Therefore, it may be in the player's best interest to not make them part of their workforce at all. Despite this, there are some jobs that the Argonosh would still enjoy, according to their stats.
Species
Each of the five species in the game have unique bonuses that boost their efficiency in doing certain jobs, but as a trade-off, also possess negative work traits. Because of this, the player should manage citizens of different species to work certain jobs they would be best at.
Species | Expertise | *Highest building bonuses |
---|---|---|
Cretonians | Farming | Cotton Farm ▪ Fruit Farm ▪ Grain Farm ▪ Opiate Farm ▪ Vegetable Farm ▪ Guardpost ▪ Canteen ▪ Eatery ▪ Tavern |
Dondorians | Mining/Refining | Carpenter ▪ Jeweler ▪ Masonry ▪ Papermaker ▪ Tool Smithy ▪ Weapon Smithy ▪ Guardpost ▪ Court |
Cantors | Everything | Weapon Smithy ▪ Guardpost ▪ Court |
Garthimis | Reproduction | Guardpost ▪ Court |
Humans | Intelligence | Guardpost ▪ Court ▪ Library ▪ Administration |
Tilapis | Nature/Judgement | Hunter ▪ All Pastures ▪ Guardpost ▪ Court |
Argonosh | Combat/Punishment | Training Ground ▪ Guardpost ▪ Scaffolds ▪ Slaver |
*Building fulfillments for a species that's 100%.
Management
Employees
Managing employment is one of the most prominent and important tasks in the game. Every settlement needs a constant, never-ending supply of resources and helpful services. The importance of this management will only increase as the population of a settlement increases. There are many issues that arise with improper management, or even just bad luck, such as not enough resources being produced fast enough or too few employees being available for certain jobs. If too many employees are chosen for buildings and that surpasses the amount of available citizens, the employment number will actually reach down to negative values.
Buildings have an "auto-employ" option, which will automatically manage employees based on how needed the building is. This is a good way for a building to automatically manage employees, giving the player one less thing to manage, but this can leave buildings in a below-average status in terms of producing enough of a resource or service.
Janitor
Very early on, a janitor building should be built. Janitors are needed to maintain the quality of all nearby buildings so that they don't degrade. If a building has degraded too far, they will begin to suffer negative effects, which affect the efficiency of how they produce goods or services worse and worse the farther the degrading progresses. Note that choosing higher tier building materials as well as providing proper isolation can reduce the rate of degradation.
Janitors will always need resources to repair buildings of the matching material type, so it's imperative that resources always be available to them.