reworking the up vote how is calkulating. introduce worker happyness.

in #rpg5 years ago (edited)

how am calculating your auto up vote

One worker will give you 6% up vote, your colony can max have 15 workers. you can get up to 90% up vote. on your workers alone.

worker happiness/ housing

in the colony post is a new tab the workers conditions its good, neutral, bad
each state has a 100% bar of two stages 100 or 50.

600.jpg

Colony conditions:
Current Modifiers: (specialty farming) +1 Stone -1 wood +1 stone gunnars pickaxe
Workers (50% natural)(housing)

housing one of the first buildings are the bed. it works well in the beginning but after a while your workers want their own House. one cost 20 wood and 5 stone and it can have two workers the House using one wood each week. if your workers are missing Housing over time the happiness will drop regardless if your workers gets the best food out there..when the new rule are active your colony will have a few weeks to get the houses up. before it get activated.

Food
the amount of food a worker is eating is not affecting over what kind of work she/he is doing just how many workers the colony has.

workers happiness

  • 0-5 workers one food ea worker. (any food type)
  • 5-10 workers demanding 2 different food types. and better housing (meat, fish, or wheat.)
  • 10-15 workers need ale (1 ale per 5 workers calculated to closest 5) and 2 different food types (meat, fish or wheat and ale)

if the food type is followed the worker remanding in a good mood and get a +50% happiness. if you are missing food the happiness will drop 50% each turn.

Feast
your colony can hold a feast by boosting your happiness up to 100% good. from any state. and increase the production by 2 for one week the feast cost 5 food (any type) per worker and 1 ale per two workers.

on the good stage your workers are doing there job and its all well.
on neutral your colony will get a 0-5 change on a (D20) to activating a event.
on bad. its a 100% change on and a event.

Neutral/bad Event

  • Sick, your Colonist get sick the amount is random using a dice. you need a health potion the heal them. workers
    -2 production.
  • Work frenzy your workers gets a boost all workers +2 production.
  • party it sounds good but its not your workers are drinking your ale and eating more food.
  • Inspired the workers feel the can do more you get a +1 production
  • Theft one worker is stealing one random resource (D6) dice.
  • Strike 50% workers stop working
  • Need better housing workers are angry over the bad situation in the colony will 50% will stop working. if you have better housing this one is not active.
  • better housing your workers want a roof monument costing silver or a gem
  • Noting happening

hintersee3601004__340.jpg

Bad Event

  • Murder and worker will kill a worker or wounded the player.
  • Civil War the workers are attacking the colonist this will trigger a quest where you need to defend your self from the workers. the workers will use your weapons towards you.
  • plague your workers get sick and the sickness is spreading 50% each turn. -2 in production and workers can die the heal workers you need one health potion each worker.
  • Refugee 1-3 workers will leave your colony
  • Theft one worker is stealing one random resource (D10) dice.
  • pyromaniac one worker is starting a fire one of your buildings getting damage and need to be prepared the following week of 50% of the original cost.

if a worker gets killed your colony need to rehire him at the current cost in silver in your colony. regardless how much the worker cost when you hire him.

Damage to a colony building if and building gets damage under and attack or and event the damage building is not working anymore before it gets repaired the cost is 50% of the original cost and demanding a worker to do it.it take one turn.

DARKLANDS.jpg

Sort:  

Wow, I really like this. Lots to consider now. Better start stocking up on wood, I got some houses to build.

a think its a good progress. on the late game

This post has been upvoted by @opgaming. We like what you're posting, and we want to reward our members who produce quality content. Keep up the good work!If this sounds like the sort of group you want to be a part of, click the image below! We're too OP to be put down!

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I would like to start playing the game. Mind you I might not play all the time but I will when I have time. :)

cool a wil put you in the next post
its only one rule is one comment a week. the colony post is on sundays am just moving so a bit here and there now. but normaly its sundays.

5 food PER worker? This will really slow progress. I think the weekly quests were enough to keep us busy, but this will put a whole new spin on the game. I have a feeling we will spend most of our resources just keeping the colony happy and have nothing left to expand. This might all be fine for those who have everything already, but I'm not certain it will be fun for those just struggling to grow their colony. The Darklands just seems to have become darker.

I'm a little bit concerned about the added cost/upkeep too. Moreso, I'm wondering how time consuming it may become to determine the happiness of every worker, ever week.

"I gave Timmy a donut last week, and now he won't do his chores? I guess Timmy can spend a week alone in the woods if he wants to complain to the bears, while I head to the outpost to buy a new slave."

the happyness is the colony it self not one worker. just feed them what thy want and its all fine.

no 2 food per worker. the feast is a 5 per but more like a crisis if the happynnes is to low.
at this time most of the advance workers are eating two food anyway. a may just say its 2 food not the difrent type. but it will be a testing stage for sure.
its more

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