New building: Employment Bureau

  • The new levels of buildings require huge amounts of resources and donating to the mines is not cost-effective, so I would like to suggest a building that allows you to employ more people in the mines.


    I note that the wine costs for populations has been significantly reduced, allowing vastly increased populations, so let's put that population to use.


    Call it the Employment Bureau. Required researches would be Helping Hands and Logistics. Each level of the building would allow 1% more people to be fully employed gathering each resource. (I'm basing this of the 2% improvement the other improvers give, 1% for Building Material and 1% for the Luxury Resource.) Option: after researching Bureaucracy allow extra Scientists and Priests too. Cost would be similar to the other improvers. Note that this building is self-balancing as you have to have the population to employ, which means high level Town Halls, which mean you need extra Priests in the Temple and extra Spies in the Hideout and greater wine usage, and it means less gold income. A second advantage is that this building gives more flexibility: you can surge production of one resource over the other. Bonuses from improvers like the Winery would be cumulative. Ambrosia, Helios, Helping Hands, Technocracy, Cinetheatre, etc would also apply and work off the new number of people employed.


    Example: I have a level 37 Vineyard so can normally employ 1266 citizens, and have a level 25 Employment Bureau and level 32 Winery. I can now employ 1582 citizens and produce 2595 wine. If I have a 20% Premium Bonus then I will produce 2912 wine. Add in Cinetheatre for 3228 wine. But I have to have those 316 extra citizens to employ and my gold income is reduced by 948 gold per hour. Those 316 extra citizens will require an extra 2 - 3 levels of the Town Hall and 3 - 4 levels of Tavern and extra Priests to keep Faith at 100%.

  • I've been giving this some more thought and given the self-limitations, perhaps +2% for each resource might be more appropriate to help with the high costs of high level buildings and resource upgrades. I'd appreciate people's thoughts.

  • This is an excellent idea, though I still doubt there'll be anything like enough donations to the mines to keep them growing, even after this. Maybe an incentive to donate could be used in conjunction with it? How about: instead of giving gold (and CP) for capture runs in the pirate fortress, there is an option to convert gold earned there to wood at some defined rate (i.e. choose the reward), which must be donated to the island from where the capture run was initiated?


    Anyway, having hijacked the thread somewhat, back to your suggestion: it certainly adds to the importance of upgrading the town halls, something way down on my personal list of priorities. And the amount of satisfaction that can be earned now is potentially huge, so that helps reduce a potential future overproduction of wine needed. I think 2% sounds more balanced than 1% bonus, but perhaps incremental % increases might be even better?

  • This building already exicst only It is split in different buildings. the'se buildings increase the production capacity with 2% for each lvl you upgrade it. Not neccesary upgrade people that can work in the mines but just raw production capacity.


    I have the'se buildings in each of my city's.

    Example:

    My mine with lvl 39 I can have 1373 workers.

    My production with lvl 34 building to increase production gets me 68% increased production

    total 2306 goods I get in place of 1373


    This is the same kinda effect that you are suggesting in you're new building. I like that you think but the purpose of the building already excist in the game.

  • they did increase the reduction and mining buildings from lv32-50. the grind is by design.

    Diplomat - Raging Kings [RK / Beta]

  • I'd like something like this that would allow citizens from your other colonies to be used in another town's mines and mills.

    Reverence for life affords me my fundamental principle of morality.
    — Albert Schweitzer

  • BIt of a slow response, but my original thought was to allow a new town to be assisted by citizens from other colonies. There are some decent mines out there now and being able to ship in extra workers would be nice. Even now, some of my island resources are not maxed out, let alone able to use helping hands, as the population is too small to fully utilize the normal worker capacity.

    It would also let you focus on a needed resource by shifting citizens to the appropriate island/town. For me, that would be shifting citizens from a couple of wine towns to my largest marble mine.

    Reverence for life affords me my fundamental principle of morality.
    — Albert Schweitzer

  • This is a good thing if you have low level mines but when your mines are in the 40's and sawmills 50's you don't have extra population to send to the mines. Even with level 37 town halls i barely have the population to fully staff mines, mills, and temples.

  • This is a good thing if you have low level mines but when your mines are in the 40's and sawmills 50's you don't have extra population to send to the mines. Even with level 37 town halls i barely have the population to fully staff mines, mills, and temples.


    Precious few of us have improved our resources that far, and with the reduced Wine costs you can expand your Town Halls.


    Also, there are other buildings that become surplus with time: the Workshop once you have purchased all upgrades and the Academy once you have researched all Futures.

  • Probably easier to increase Helping Hands to 100%...


    There are all those new building spaces to use!

    Not really for extra large accounts who PLANNED to complete the game. Those 4 spaces are for rebuilding reducers!


    Starman

    Viet Nam Sociality[VNS] - Alpha US Spokesman
    Bậc Thầy Thịt mèo Nướng

    BBQ CAT Master Chef

  • So just to give an idea here.


    Usually people build lots of warehouses to store ressources from being looted. But if you get a strong wall and a huge deffending army, you can simply remove some warehouses to free up some building space.


    What about the academy when you have researched everything?


    And


    The worksshop when you have upgraded everything to the maximum?


    And some people dont even use the temple. Or not on all islands that is!


    Besides. Its a choice. Just like the depot. Some people use it, and some not!


    So this new building idea is also a choice to have. And no one sais we cant build a second town on the same island to use this building idea.

  • How many towns did you max all the buildings and reclaim the space from the reducers before the update?

    I had had 1 academy until the 5 rebuilds.


    Starman

    Viet Nam Sociality[VNS] - Alpha US Spokesman
    Bậc Thầy Thịt mèo Nướng

    BBQ CAT Master Chef

  • wine press is good for lowering use at the tavern.. Buildings that also use crystal is the sea charts, temple and new dockyard

    Also it affects experiments at the academy.

    Diplomat - Raging Kings [RK / Beta]