AngelSpice wrote:I thought one of the main reasons for land scarcity was to force charries into becoming more efficent and doing more manufacturing and trading and cooperating between charries.
I guess I don't see how letting unlimited numbers of charries work at a project for a full day and only getting say 70% of a day's worth of resources makes this more efficient. It just seems like it's making it less efficient. And even if there's a note that flashes when you start a project to let you know if there's too many gatherers that doesn't mean that if you're below the threshold when you start, that it will stay that way until the project is done.
I agree. There's nothing you can do to stop ther people joining and spoiling it for everbody whilst your charrie is asleep. You CAN'T HELP inefficiencies arising.
But the same goes for this whole implementation. Charries now have to waste time standing outside just waiting for their turn (and what if theyt're asleep when their turn comes up? as they probably will be.). You can't start a week-long project before going away on holiday anymore, not in some areas, because they've responded to this problem by limiting gathering projects to, say, two days at most. Besides, your turn will probably come up at the wrong time, anyway. Also, one town , to my knowlege, has reserved three of it's eight gathering slots for the Town's exclusive use. A good idea, but in practice, the Town wasn't using them, last time I looked and when the town
is using them, most people probably won' t be able to tell if it's the Town or somebody else, so the'yll still have to leave three unused slots to be on the safe side (thus whittling the "public slots" down to two). Cantrians simply can't organise themselves to the same degree that we do IRL, and the more that's made necessary, the more Cantrian time just gets wasted. If you have to wait around for a day for your turn, that could easily turn into several days, due to not being loggedi n at the right time. And if there are six available slots, and someebody is trying to organise those slots, such that only certain people can use them at any one time, then two or three of thoseslots will likely be vacant at any one time because of slow Cantrian response-times, whilst others, who are awake but not on the roster, can only kick their heels. (And the Prog Dept can then say "Hey! Lots of unused slots. That goes to show this isn't a problem" )
That's already grossly inefficient, without adding this new idea on top of it. And once that adjustment is made so that machines are no longer exempt, then you won't be able to run your machines efficiently either.
I've found that you just have to run machine projects for at least five days if you don't want hiccups in changeover to eat up hugely significant chunks of your expected yield-- that's
before gathering limitations come in--If these hiccups are going to be exacerbated by resource scarcity and waiting in line for your turn at gathering, then machines won't ever run at anywhere near their full capacity. Add this new idea on, and you'll actually need a bank of Harvesters just to gather your 800 grams of spuds per day, because we''ll likely be looking at something like 75% time wastage by then- just enough to cancel out the increased yield from Harvesting machines
If you want efficiency from Cantrians, you have to give them a degree of flexibility, so they can juggle their Cantrian commitments with their player's IRL commitments. Impose a regime on Cantrans and limit their individual options, and the consequence is that they lose efficiency rather than gain it. Cantrians don't have to be self-sufficient, but they do need to be self-directed, by-and-large. Theyneed to be able to act (e.g by joining a project )without waiting for permission, or they lose that window of opportunity and just waste time