Doug R. wrote:Bmot wrote:Maybe it could be made so that activeness gets more newspawns? I mean, there are enough places that have like 20 people, but only two or three of them aren't sleeping. If you count activeness (We'd have to look how to measure that, of course), it'd be more fair, in my honest opinion.
That doesn't solve the problem of newspawns "not fitting in" "being ignored" or "not having something to do." You can have a very active or industrious town and newspawns get ignored. I want to empower the characters to be able to attract newspawns if they want them, and repel them if they don't. It serves the town, and serves the newspawn. Industriousness is not an indicator of want, nor is general activity.
I agree, maybe it can be combined? Somehow being able to say if you want newspawns, but also take into account activeness, so you don't get a town that slowly died off, but where sleepers still have 'ticked the box' of attracting newspawns.