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Show how many people of each kind are needed.
PostPosted: 04 Dec 2013, 00:56
by eric theodore c.
Hey,
sometimes i find it quiet hard to see if anybody died in my town. I would find it usefull to see that better. Here are my suggestions:
* Show the amount of people of a certain profession in another color (red?!?) if there are to few people for the existing buildings (and construction sights)
* Show the difference of people need from a certain profession and the actual amount of people
[Experimental Idea]
* Enable the school house to reproduce the right amount of workers by itself
cheers and see you for another match,
eric
Re: Show how many people of each kind are needed.
PostPosted: 04 Dec 2013, 05:48
by Krom
This can be considered as an additional penalty for poor food management - player has to spend extra time with empty houses before specific message arrives (house A has no occupant)
Experimental idea: Doubt that's gonna happen. Citizen training is a meaningful choice by player (who, when, how many).
Re: Show how many people of each kind are needed.
PostPosted: 04 Dec 2013, 14:18
by eric theodore c.
Hi,
i find it quiet anoying making all the calculation myself. eg: you have 11 coal mines and 3 building sights and 2 gold mines and 1 building sight and 3 iron mines and 2 builing sights.
would be nice to have a hint that 21 miners are too less and 23 too much.
cheers
Re: Show how many people of each kind are needed.
PostPosted: 04 Dec 2013, 17:40
by Ben
This can be considered as an additional penalty for poor food management - player has to spend extra time with empty houses before specific message arrives (house A has no occupant)
Experimental idea: Doubt that's gonna happen. Citizen training is a meaningful choice by player (who, when, how many).
Krom, I think you misunderstand what he means. I had the same idea some time ago and I think he means something like this:

Since we have these terrible x100000000 game speeds, it'd be nice to have a quick way to indicate if we need more of a certain type of worker. Here, I can see that I am short on stonemasons because the number is red. I can see that I am ahead with carpenters because that number is green.
Re: Show how many people of each kind are needed.
PostPosted: 04 Dec 2013, 19:01
by Jeronimo
That is a good idea Ben... red/green numbers are great visual help.
Re: Show how many people of each kind are needed.
PostPosted: 04 Dec 2013, 19:10
by Ben
Indeed! You don't even need a -1, -2, +1, +2, etc. Just keep training one unit at a time until you are caught back up. Would make it so much easier, especially for miners who are used in three different buildings that are constantly being replaced.
Re: Show how many people of each kind are needed.
PostPosted: 05 Dec 2013, 05:17
by Krom
Since we have these terrible x100000000 game speeds, it'd be nice to have a quick way to indicate if we need more of a certain type of worker. Here, I can see that I am short on stonemasons because the number is red. I can see that I am ahead with carpenters because that number is green.
This may sound like a classic weapon/shield race. We invent better weapons (higher speeds) and better shields to guard from that (advanced statistic hints) and better weapons (even higher speeds) and we'll get requested a better shields again (auto-suggest units at school), etc.
Re: Show how many people of each kind are needed.
PostPosted: 05 Dec 2013, 09:34
by dicsoupcan
Well i do not want to open a discussion about the speeds again, because i think people generally know everyone his point of view by now. But i must agree with ben here, with the higher gamespeeds you will need a quicker overview of information in order to stay updated. People may not realsie it but a lot of information is trhown at you (too many serfs -> idle serfs, can build more -> idle builders , do i have enough workers -> statistics, how much pt is left etc etc... ) and you need to process all that info and make a decision based on what you want to achieve and carry out orders. There was already a lot to do and a lot of information to process in 1x speed, but in higher speeds it is almost impossible to get the correct info in a short time.
The statistics are the best example for this, in 1x speed i got a little bit of time to calculate what citizens i need. with that calculation i can see whatr i need to hire and thus i make it at the school. on a higheer gamespeec (i have been playing 2,5x speed lately) i simply have no time to calculate it because the information i need is just delivered way to slow.
Krom is right at this point,it is a vicious circle of higher speed -> faster info needed -> higher speed -> faster info needed. We are now at the point that we need our info faster andfor the love of god i hope we will never break into the next higher speed part. So i think implementing this will have a positive impact on gameplay.
Re: Show how many people of each kind are needed.
PostPosted: 05 Dec 2013, 10:04
by pawel95
On the other side it is the risk from the players, play a game wizg speed over 2,0
Sure there is no way to calculate for like 20 sec (1 min in game time, with x3.0 game). But it is about everything, moving army, caring about economy and that mentioned idea. That are all the negative points at big speed (propably why tsk wasnt designed for constant x10 speed) XD
So i don't see a need to implement that. The player has already enough details with that beautiful list (other games have way worse tables of citizens).
Pawel95
Re: Show how many people of each kind are needed.
PostPosted: 05 Dec 2013, 15:43
by Ben
Since we have these terrible x100000000 game speeds, it'd be nice to have a quick way to indicate if we need more of a certain type of worker. Here, I can see that I am short on stonemasons because the number is red. I can see that I am ahead with carpenters because that number is green.
This may sound like a classic weapon/shield race. We invent better weapons (higher speeds) and better shields to guard from that (advanced statistic hints) and better weapons (even higher speeds) and we'll get requested a better shields again (auto-suggest units at school), etc.
For the hundredth time, I'm not suggesting auto-train at school. Nobody is. Seriously...
Re: Show how many people of each kind are needed.
PostPosted: 05 Dec 2013, 17:15
by Krom
@Ben: Of course not. Not you, but others may (iirc it was already suggested). Point is - it would make sense to avoid the "race" at all instead of participating in it.
I don't find it too much of a trouble to let players process statistics values and analyze them. And if player skips that - there are notifications about unoccupied houses.
Re: Show how many people of each kind are needed.
PostPosted: 06 Dec 2013, 04:25
by eric_theodore_c
wait wait,
i dont understand this at all. i did NOT ask you to implement this feature for higher speed games. i just find that it is no fun at all doing math calculation for the different people in my town like every minute only because i dont have that much food. it does not make the game faster, just more comfortable to play.
cheers
Re: Show how many people of each kind are needed.
PostPosted: 06 Dec 2013, 06:12
by Krom
@Eric: Game speed is a standalone mechanic and it has NO effect on the game, just makes it run faster. There will be no UI or logic differences to the game affected by speedup.
Re: Show how many people of each kind are needed.
PostPosted: 06 Dec 2013, 09:40
by pawel95
Like I said with that kist you have already a nice overview compating to other games. Comeon, you call that "calculations"

thata why we came back to gamespeed, because at 1.0/1.5 you will master that to calc 6+8+2 =16, right? Even when someone can't find at normal speeds, time to calc, like krom said, you get a message, which not many other games have also. So its quite easy.
Re: Show how many people of each kind are needed.
PostPosted: 06 Dec 2013, 16:55
by eric_theodore_c
@krom: i know
Please read my posts carefully instead of interpreting shit into it. i never asked for higher game speed and i never wanted this feature anyway. and i dont want a discussion about higher game speed in a thread that is totally not related to it. so please stick to the topic.