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Characters needs. #118
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Is there any intended design for them? Do characters want to be employed (maybe non-trader nobles since they don't move). Should they have their own consumption phase in the tick, or should they just be joined with the all pops in the production-and-consumption phase? I'm looking to try to add this in. I was thinking the simplest solution would be to just throw them into the production-and-consumption function and have them satisfy their needs like all other. I would also like to add an option for characters to target their inventory or the market first for consumption along with some GUI pieces to show the players' and other nobles' satisfactions. Additionally the characters could also be joined into the pop for the growth phase to let them have up to one child and a simple popup and notification event could be added to inform the play they have a new child before character families are fleshed out just to reduce character pull from tribal pops. |
There is no current design for it. Make sure that your system is not too annoying for a player: it probably would be irritating if your character spent all his money on food. Probably there should be a slider which represents amount of time your character spends hunting and a toggle for automatic procurement of food. Later on this system could be used for "mental/executive capacity": hunger reduces your capacity to execute some decisions, while high satisfaction increases it. And spending time on hunting spends this capacity as well, so you would have to choose between hunting and, for example, raiding. |
Do you use Discord by any chance? @squealingpiggies |
Currently characters do not consume anything.
Characters needs should be implemented in some way.
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