View Full Version : Non-residences & dissatisfaction?
MarkDuffy
01-24-2006, 02:17 PM
Think about it! :eek:
The industry gets upset cuz it doesn't have enough workers or resources?
Or are these buildings w/o personality.
Thoughts?
(Disclaimer: 60% probability this is a very dumb thread)
maucat
01-24-2006, 02:34 PM
Thoughts?
(Disclaimer: 60% probability this is a very dumb thread)
I'm trying to think very hard based on the possibility that there is a strong 40% probability that this isn't a very dumb thread.
MarkDuffy
01-24-2006, 02:40 PM
I was just thinking about something else for the non-residence buidings to give them some gameplay besides the obvious.
Employee parties & strikes.
Casual Fridays (OK, ignore this one)
Beautification to improve output at a price.
Perhaps business needs an employee lounge that needs to be stocked with food & an employee needs to be sent out to restock?
(Perhaps 60% was a bit too low) :eek:
Baba Hotep
01-24-2006, 02:53 PM
Ehmm... a building... an amount of bricks and wood without feelings... getting upset? :confused:
You gotta admit that sounds a bit odd... Just like when you said a house with unhappy residents burning...
Sorry to say it, but it's senseless. :(
MarkDuffy
01-24-2006, 03:04 PM
Ehmm... a building... an amount of bricks and wood without feelings... getting upset? :confused:
Sure!
Ever go to your job & it feels unhappy or happy? Of course it is the people & not the building. The building represents the sum total of the people in it.
Personally, I absolutely refuse to work at a place w/o a coke machine. :eek:
Baba Hotep
01-24-2006, 03:13 PM
Sure!
Ever go to your job & it feels unhappy or happy? Of course it is the people & not the building. The building represents the sum total of the people in it.
Personally, I absolutely refuse to work at a place w/o a coke machine. :eek:
OK, now I get it.
Sorry, I'm not good at interpreting things. :o
MarkDuffy
01-24-2006, 03:22 PM
OK, now I get it.
Yeah, well both my explanation & this thread itself are pretty lame. This was kinda bleedover from the prefect threads & unhappy residences bursting into flames.
Therefore, since the C4 images appear to have "shops" (my guess) on fire, I need to figure a way to make them unhappy too since they are not also residences like in COTN!
Happy shops more output & unhappy ones less.
This also brings up the possibility of a heavy hand to produce more, but make the workers unhappy & higher wages to make employees happy but perhaps lazy. Stronghold kinda has this.
maucat
01-24-2006, 03:23 PM
Ehmm... a building... an amount of bricks and wood without feelings... getting upset? :confused:
You gotta admit that sounds a bit odd... Just like when you said a house with unhappy residents burning...
Sorry to say it, but it's senseless. :(
I read somewhere about this thing called 'Sick building syndrome' where the workplace is so lousy that the workers feel very unhappy and undervalued so production drops off. If it's bad enough they actually become physically ill. I think you have quite a bit more than 60% of a good point Mark.
MarkDuffy
01-24-2006, 03:30 PM
I think you have quite a bit more than 60% of a good point Mark.
Jury is still out, but I'm desperately trying to salvage it. :(
King Faticus
01-24-2006, 07:41 PM
I like this Idea if the people don't like working there the production will drop
and the owner of the buisness could complain about high taxes too much competition and what not:)
Nakia
01-24-2006, 09:57 PM
Poor economey, little trade should have an affect on the business. Poor business, poor working conditions, unhappy workers, unhappy owner. Poof...they move to another city or more fun yet stand outside the main government building protesting.
This thread has possibilities.
Keith
01-24-2006, 10:11 PM
I can see the point, but I feel it might be too much minutia to include into the game for it to serve any real purpose. There has to be a limit on how detailed one is going to make the game and still keep it playable and moving along.
Unhappy workers was probably a fact of life back then and being that there weren't a lot of other options they just had to make the best of it and live with it. It wasn't like it is today where you can can change jobs at a drop of a hat for something better that might turn up.
prof786
01-24-2006, 11:02 PM
can there be atleast one programmable event in the game where the workers do revolt?
wodinoneeye
01-25-2006, 12:03 AM
I read somewhere about this thing called where the workplace is so lousy that the workers feel very unhappy and undervalued so production drops off. If it's bad enough they actually become phsically ill.
'Sick building syndrome' is actually more like mold and other allergy sources growing in the air conditioning ducts/etc... Legionnaires' Disease is supposedly attributed to the same thing (cases in Hotels/cruise ships)
wodinoneeye
01-25-2006, 12:07 AM
I can see the point, but I feel it might be too much minutia to include into the game for it to serve any real purpose. There has to be a limit on how detailed one is going to make the game and still keep it playable and moving along.
Unhappy workers was probably a fact of life back then and being that there weren't a lot of other options they just had to make the best of it and live with it. It wasn't like it is today where you can can change jobs at a drop of a hat for something better that might turn up.
Stability of the populations 'unhappiness' would be a central theme to the game and the player should be given sufficient measures/countermeasures to handle the concern (of varying costs/escalations). Scenario events should be possible to trigger shifts in the stability (to be handled or weathered through by the player....)
Keith
01-25-2006, 12:23 AM
I'm sure they can accompish that sort of control without having to delve into the day by day happiness of each worker. I don't want to have to spend a lot of time worry about how happy some plebian laborer is in his job.
I assume the game is going to have currency of some sort, and wages and costs should be plenty enough to cause satisfaction and unrest. I don't think it has to get more detailed than that. I just don't want to get bogged down in the all the miniscule things that could be thrown into the game for the sake of micromanagement.
MarkDuffy
01-25-2006, 04:22 AM
I assume the game is going to have currency of some sort, and wages and costs should be plenty enough to cause satisfaction and unrest. I don't think it has to get more detailed than that. I just don't want to get bogged down in the all the miniscule things that could be thrown into the game for the sake of micromanagement.
Yeah, let's have residences only shop for food. Forget all that other micromanagement such as wares, health & worship. It just bogs the game down. :rolleyes:
Industries that only get workers & produce goods is booring. Let's spice it up a bit. We already want industry evolution by upgrades. Why not satisfaction also?
Not just city-overall, but individual industry also.
Keith
01-25-2006, 08:30 AM
Yeah, let's have residences only shop for food. Forget all that other micromanagement such as wares, health & worship.
That's not what I meant. The monitoring the mood of the employee in a workshop is a detail of micromanagement that I could do without.
MarkDuffy
01-25-2006, 02:35 PM
That's not what I meant. The monitoring the mood of the employee in a workshop is a detail of micromanagement that I could do without.
It was a joke, Keith, to counter your negativity. Not funny, eh? Sorry! :o
Just bouncing ideas off the wall to see what sticks. ;)
prof786
01-25-2006, 04:55 PM
can there be atleast one programmable event in the game where the workers do revolt?
i should quote myself more often....
Nakia
01-26-2006, 11:19 AM
In Rome the plebs did cause a lot of trouble. That is why the Senate gave out free grain and at least part of the reason for the games. Poor economy, too many people and too little work.
If there is high unemployment I think the workers should start causing problems.
wodinoneeye
01-26-2006, 04:19 PM
In Rome the plebs did cause a lot of trouble. That is why the Senate gave out free grain and at least part of the reason for the games. Poor economy, too many people and too little work.
If there is high unemployment I think the workers should start causing problems.
Doubly so if there isnt enough food. Large numbers of people in Rome were on the 'dole' (effectively welfare) and were often used as political pawns with one faction or another plying them with 'Bread and Circus's' to try to further their agenda.
Nakia
01-26-2006, 07:45 PM
Wouldn't it be interesting if we could have an AI that could play an opposing faction and undermine the loyalty of the workers? I know unlikely this time round but something to think of for that Master Game to come. Or for a multiplayer game.
wodinoneeye
01-28-2006, 03:26 AM
Wouldn't it be interesting if we could have an AI that could play an opposing faction and undermine the loyalty of the workers? I know unlikely this time round but something to think of for that Master Game to come. Or for a multiplayer game.
Could have factions from outside the city push for certain objectives (building projects, trade engancements) as well as the Emperor (supplies/troops, taxes, monuments, roads built) and nobles in the city (tax relief, parks/city enhancements), etc... These kind of things would probably still be determined as scenario specifics for the most part and some as generics (common to all cities as defaults). The player would have objectives and would have to budget influence and moneys to meet the objectives (buying off certain factions to get needed support and doing certain actions to get control of resources that would be put to that use).
Better to have feature built into the game mechanics to support things like this rather than have to try to implement it all via a low level scripting in the game editor.
prof786
01-28-2006, 11:30 AM
Could have factions from outside the city push for certain objectives (building projects, trade engancements) as well as the Emperor (supplies/troops, taxes, monuments, roads built) and nobles in the city (tax relief, parks/city enhancements), etc...
you mean as in having unions and guilds?
wodinoneeye
01-28-2006, 04:49 PM
you mean as in having unions and guilds?
Merchant/Industrial/Craft Guilds (not sure if unions existed then) could be some of the 'factions' that have demands on the city 'Administrator' (the player). Crime gangs, rich nobles, merchants, political rivals, foreign powers, religious leader, rebels, bandits, bureacrats, etc... They all want something from the player --either via his power (working with/cooperation) or despite his power (working against).
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