Search Results
1/23/2025, 10:59:44 PM
>>1942089
>if there was a backend discount over time on research based on the amount of workers you have in that industry
Since citizens can actually gain experience that will make them more productive in an job after they;ve been working it for some time, I think it could be based off on that (Number of workers on a Job with a certain Skill Threshold on that Job), rather than purely time.
I think the best way to implement it could be using the new Events system. The player gets certain events that could help them decrease the costs of certain techs if they take advantage of it during the period of time the event is available.
For example.
>Event can trigger once you pass a certain amount of experienced workers in an industry.
>"A talented worker of X industry believes that they can develop an advancement in X industry with enough time and money."
>Make a full investment on their idea Option.
>Make a partial investment Option.
>Make no investment Option.
>Depending on choice you'll get a large or small tech point discount on the tech. Investment cost could probably depend on the points deducted.
>Event will usually end with a neutral or positive result, but there's a chance things might go wrong.
>The idea was a dud.
>The idea caused an accident in the workshop and the worker or other people died.
>The worker has disappeared from his workplace with your money. It was a scam. You have small timeframe for finding and arresting the worker to get your money back, and then decide how to deal with them.
>You can later decide for your own will to punish or rewards the worker depending on the result of the event, but that's by your own volution.
Think stuff like this would make the game more engaging, like with the serial killer events.
>if there was a backend discount over time on research based on the amount of workers you have in that industry
Since citizens can actually gain experience that will make them more productive in an job after they;ve been working it for some time, I think it could be based off on that (Number of workers on a Job with a certain Skill Threshold on that Job), rather than purely time.
I think the best way to implement it could be using the new Events system. The player gets certain events that could help them decrease the costs of certain techs if they take advantage of it during the period of time the event is available.
For example.
>Event can trigger once you pass a certain amount of experienced workers in an industry.
>"A talented worker of X industry believes that they can develop an advancement in X industry with enough time and money."
>Make a full investment on their idea Option.
>Make a partial investment Option.
>Make no investment Option.
>Depending on choice you'll get a large or small tech point discount on the tech. Investment cost could probably depend on the points deducted.
>Event will usually end with a neutral or positive result, but there's a chance things might go wrong.
>The idea was a dud.
>The idea caused an accident in the workshop and the worker or other people died.
>The worker has disappeared from his workplace with your money. It was a scam. You have small timeframe for finding and arresting the worker to get your money back, and then decide how to deal with them.
>You can later decide for your own will to punish or rewards the worker depending on the result of the event, but that's by your own volution.
Think stuff like this would make the game more engaging, like with the serial killer events.
Page 1