Should not be too tricky to code and would prevent Doctors and Engineers deciding that they would like to pursue a career in mining instead of moving to a dome where they are actually needed.
I have to say I see a lot of threads about this issue but I really haven't experienced it myself, I believe because of the micro I do early on.
Specifically, you might want to disable work slots on your service buildings, especially early on when you won't have the pop to fill those slots.
For example, if I build a diner in my first dome, I will usually disable 1 work slot for morning and afternoon shifts to help ensure my other production buildings get the workers they need. If you have an engineer in your diner rather than in your polymer factory, it's probably bc the game engine is trying to fill the open work shift, not bc it doesn't know to put engineers in factories when they are available.
Yeah but it's a lot of work you do that with your first three domes but once you start to have 15-20 domes or more and 1000+ pop, it starts to be boring and unplayable.
You don't need to disable work slots at that point, you will have the pop to fill everything at which point the engine will (to the best of my observation) put specialists in the right spot. Also, if you're at 6+ domes, you've already survived Mars, at which point who cares about Min/maxing anyway.
Oh hell yeah. Thanks, guy. I hadn't seen it. Must be new.There's a mod for this,
http://steamcommunity.com/sharedfiles/filedetails/?id=1337172830
Micro only gets you so far without an excessive amount of work. I'll close all the workspots except for the one I want filled, and then spend the next 5 minutes reassigning every single scientist from my labs back to their labs before an unemployed mook finally takes the position.I have to say I see a lot of threads about this issue but I really haven't experienced it myself, I believe because of the micro I do early on.
I'm repeating myself alot...
You are actually trying to micro yourself out of a macro management issue
Should not be too tricky to code and would prevent Doctors and Engineers deciding that they would like to pursue a career in mining instead of moving to a dome where they are actually needed.
At the start of the game, it's easy and somewhat fun to micro manage units and colonists. However, after you get more than, say, 200 colonists, you just can't afford to micro manage them all. That's what the topic of this thread is about.
Okay but micro is incredibly important in the phase before macro becomes possible, You can't just say "get more colonists lol". Unless you're playing on easy mode, having enough resources to comfortably and productively house large numbers of new colonists relies on your first couple of batches being productive, or you run out of electronics and money.
Okay but micro is incredibly important in the phase before macro becomes possible, You can't just say "get more colonists lol". Unless you're playing on easy mode, having enough resources to comfortably and productively house large numbers of new colonists relies on your first couple of batches being productive, or you run out of electronics and money.