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Characters needs. #118

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ineveraskedforthis opened this issue Oct 30, 2023 · 3 comments
Open

Characters needs. #118

ineveraskedforthis opened this issue Oct 30, 2023 · 3 comments
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discussion Further discussion is requested enhancement New feature or request

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@ineveraskedforthis
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Currently characters do not consume anything.
Characters needs should be implemented in some way.

@squealingpiggies
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squealingpiggies commented Mar 5, 2024

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.
On top of this, I would have nobles hunt instead of gather for money and free time to add the hunter to hunter-gatherer. This would provide meat and hide so that water, food, and clothing needs are readily satiable via market good from beginning of the game. Only thing left for the market in the beginning would be to find more access to stone blanks for knapping (rhyolite, chert, and basalt bedrock tiles should all be producing some cores).

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.

@ineveraskedforthis
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ineveraskedforthis commented Mar 6, 2024

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.

@Calandiel
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Do you use Discord by any chance? @squealingpiggies
We usually hold design discussions there as it's easier for the wider community to chime in

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