Workforce: Difference between revisions
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=== [[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. | 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. | ||
[[Category:Gameplay elements]] | [[Category:Gameplay elements]] |
Revision as of 20:51, 29 June 2021
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 race are working to their strengths. Priorities can set for rooms in general, for different races and 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.
Races
Each of the five races 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 races to work certain jobs they would be best at.
Race | 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 |
*Building fulfillments for a race that's 100%.
Management
Employees
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.