There's been progress on having people consume goods in Cultura. So far there's eating and starvation. Next there will be consuming goods. There's three kinds of goods in the game: consumable, property and super property. Consumable goods disappear upon consumption. Property requires repair over time. Super property requires no repairs. The exact balance hasn't quite been determined yet. It'll all be about timing it so that it feels right. Whatever "right" means.
The people spend most of their time doing their jobs. These are the tasks you assign them through a labour management system or you click on them and tell them to do things and then they do it. They follow your command because it is the paleolithic age and you're the guiding spirit. In later stages of the game they do it because you're the voice of big government micromanaging their lives to the last detail. But during this time period, they essentially do things that you want. Once day time is over, it becomes evening time, and they do things for themselves. While I haven't decided whether you can interrupt happy time (to get an extra bit of work out of them), this is when they eat, when they enjoy life and consume goods.
During evening, the eat food action is put on top and then followed by the consume goods action. Individuals do not need to do anything to enjoy their property or super property but they do need to actually spend time to enjoy consumable goods (and later iterations will have mass goods such as visiting a museum). So in essence, during the evening, eating food and consuming goods takes precedence over user commands. Is that good? Waits to be seen. This forces the player to either give them goods to enjoy to boost health and happiness, or suffer the penalty of idling people.
On a small note, I've changed the way a suitable square is detected for placing a resource pile. This prevents them from being placed within other buildings. That was a problem.
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