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Kalypso, your Construction Office implementation is pure fail.
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City Builder Offline
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Post: #31
RE: Kalypso, your Construction Office implementation is pure fail.
Honestly DrD, I was doing that right and left with construction workers, everytime one of them would get pregnant I would fire her, as theres little point to having a prego on my construction team when they can't work. It did nothing to enhance the time they took to work. Firing them is a bad idea in my opinion, since any experience they may have aquired would be wasted if they took up a job as a barmaid when they have a full bar of experience as a construction worker.

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22-10-2009 03:26 AM
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tropicotim Offline
Pamela Anderson has become a rebel!
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Post: #32
RE: Kalypso, your Construction Office implementation is pure fail.
you want to fire someone for various reasons


-you have 10 construction workers, no construction, and an empty farm

-you have unemployed people but employed mothers

-you dont need teamsters or dockworkers at the start, as there is nothing to be exported

-you dont want a mine to run at full speed, but just with 3 of the 5 workers, so the income will stay steady for maybe another decade

-you want no more oil being picked up at the oil wells, until the refinery has processed its inputstore, so that no precious crude is exported without refining

-you wanna see an uprising

- ...
22-10-2009 03:37 AM
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City Builder Offline
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Post: #33
RE: Kalypso, your Construction Office implementation is pure fail.
Firing people has it's purpose(s), but I don't believe it works to improve the workers moving along any faster unless by some act of the ultimate power, you manage to get someone to take up that position that has more experience.

It's way to much micromanagement (that I've found out) to go around building by building firing the mothers while they are mothers, I'm trying to take on a mucho more kick back/laid back approach to letting the little mothers stick it out at their jobs until they are not with child and can get back to work.

- You don't want to fire a construction worker with 50% construction job experience just because you hope that somebody with 100% will take his/her place.

- You don't want to fire a worker just on a whim.

- You don't want to fire a construction worker because you think it will make the remaining workers happy they didn't get fired and make them work faster.

- You don't wnat to fire a worker simply because you think it will put the fear of El Presidente into them. It won't.

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22-10-2009 04:26 AM
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whybuybeta Offline
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Post: #34
RE: Kalypso, your Construction Office implementation is pure fail.
honestly, worker designation is one of the things I felt there was great improvement over the original. in t1, college workers would refuse to do anything but manual labor, greedy experienced workers would quit their jobs to take up a higher paying one with no experience whatsoever, it was chaos. I spent more time chasing workers around the island than anything else. in t3 this is no more, in fact the only hard part I find with this is during unusual times when I have to shuffle them around due to lack of labor. even then the game is pretty good with automatically filling much needed jobs that are vacant, and they will eventually go back when more workers are available.
22-10-2009 07:29 AM
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TekDragon Offline
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Post: #35
RE: Kalypso, your Construction Office implementation is pure fail.
Timo Wrote:
quill18 Wrote:(...) and 10 building constructions queued up for years without completion.
This is your problem. Queing up too many constructions at once without proper priorization leads to nothing getting built at all. The transit problem further increases the effect.

10 building constructions overwhelms your games?

What the hell?

Towards the end game I'm making 50-100k+ per dock load. With 2-3 banks a condominium costs 1.5k. With a population of 500, it takes 80+ condos to house everyone.

Nevermind the night clubs, restaurants, power plants, garages, and dozens of other buildings that need to be built.

And you're telling me that, despite having the money to build 10-20 buildings at a time, and despite having the population (400-500+) that needs 10-20 buildings at a time, and despite having enough construction offices to build 10-20 buildings at a time (4-7 construction offices)...

... you're telling me we STILL can't build 10 or more buildings at a time because it blows up your game?

You might as well have made a pop cap of 200-300 if that were the case.
22-10-2009 03:44 PM
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MacAllen Offline
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Post: #36
RE: Kalypso, your Construction Office implementation is pure fail.
I'm having similar frustrations, but it seems to be for different reasons.

I've 3 areas of my island, kind of spread out because of the geography, lots of thin areas. I've 5-6 buildings waiting to be built, and 3 construction offices. I click on each and all 3 show no buildings that they're working on. I zoom out and go looking for workers...they're ALL OVER the place, and WALKING. I have like 6 garages, there's no excuse whatsoever to be walking.

I picked one guy at random, he works at the construction office at the north end of the island, but lives at the south end, and walks to and from work, past 3 garages. There are 2 empty apartment buildings near his work. Why won't he move into one of them? He lives in an apartment on the other end of the island. Do I need to identify each person, evict them, and pray the make an intelligent choice on where they live? Talk about micromanagement.

Because of the poor pathing/ai, my construction work never gets done. Bob walks 10 miles to work, and by the time he gets there, he's hungry, so he leaves work to get food...and by that time it's tired and he starts walking home. Louisa walks to work and halfway there she needs faith, because it took her a day and a half to get there.

It's not my layout, I have proper buildings near everything, the workers just don't choose where they live and work intelligently.
23-10-2009 02:32 AM
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xflashx Offline
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Post: #37
RE: Kalypso, your Construction Office implementation is pure fail.
TekDragon - you are being funny. This game isn't broken, nor is it perfect. Read the forums, and play some sand boxes and watch what your people are up to. This game isn't 90% construction... its more like 90% urban planning. If you have planned out your settlement/city whatever than things get done. If your construction workers have to walk super far to work, then they arrive tired and work less. If it takes a month to walk to the nearest pub for entertainment, then that is 1 month they are not working.

all about the layout and planning.

And BTW - I have had 10 buildings... or more queued up before without problem. I will often build up large numbers of apartments and condos all at once when i realize my builders have nothing to work on. And within a year or two it is all complete. It only takes a couple builders to build an apartment building.

and MacAllen - you are correct, there are some issues with AI decision making. I will sometimes micro manage engineers or other important people to make sure they are living near work. But you are right its impossible.
Sometimes one guy maybe just thinks its more important to live near his favorite pub than close to work lol.

Not sure why he is walking by 3 garages though... i have never seen that before except with tourists.

I have observed though that everyone, even if it takes them 1 month to walk to work (like farmers or fishermen) and they arrive with needs for food/faith/health/entertainment... they will still work for a bit before leaving... but they wont be back for a bit. Same goes for teamsters and construction workers, they wont just walk into work, say im hungry and leave lol.

Good luck guys... tricky game!
23-10-2009 02:43 AM
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