Allow setting priority jobs or buildings to be filled with workers first of all.
I feel very limited when I have to manually pause buildings in order for workers to move and do something else that i'd rather have them do. Having the ability to tell workers where to work would be a HUGE improvement
When a beaver dies and i need someone to fill his position, i should be able to assign a beaver to the now vacant spot. especially if the job was a necessity like the water pump or farmer.
"The ability to individually manage workers" (suggested by David on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
"Moving workers" (suggested by Wiccked on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
I like this, I hate to discover a critical beaver died of old age, leaving the water pump unmanned, and then everyone died because Jamuk (real Beaver name) kept sitting on his rump waiting for work to do. Adding a system similar to the 'build' priority system would be great. If nothing else is getting done, I could have 'deprioritzed' research so that will be the last to fill in a beaver shortage. I know managing this is part of the game, but instead of having to micromanage it we need to plan, and have contingencies in place, such as successfully prioritizing tasks, making us even smarter beavers. Maybe this is something that requires some sort of research or manned building... Thinking as I write this, add a new building for an 'Overseer' this would require a Beaver working there coordinating the other workers based on the priorities you've set. that way you are forced to give up a resource (the beaver doing the job) to have the benefit of the priorities being followed! I like it!
With the current state of the game, you need to pauze building manualy to let beavers priorotize what job to fill in. it would be nice to add a priority button (like the builing priority) to select which jobs are more important that others
I think the management side of things would be a bit more streamlined if you could manually assign the beavers to certain buildings, instead of having to pause every building you could have a tab for your beavers what job to assign them and where specifically. Also on a separate note addding a tooltip to see how much storage capacity you have for resources like water, food and wood would in my opinion make it easier for players to know exactly when to build what. Really am enjoying the game so far think it has some unique mechanics which are fun to play around with, but could use some more QoL stuff
So I played a game known as Kingdoms and Castles and I recommend that the Prioritization system would be implemented for those who played a lot in a single save with multiple districts and beavers
Below is a Screenshot that is the representation
Also Priority is the jobs towards the Top are more important and are done first while the farther you go down the list the less important the jobs are
I have 19 beavers.However, no one was assigned to the water pump, so they all died in the end.It is unreasonable to be unable to do anything in this situation.
I think an important caveat here is that you need to be able to have a wet season job priority list and a dry season job priority list. Manually changing all the jobs at the change of season is quite tedious.
"Add priorities for workplaces - ie. if there is lack of workforce first occupy a pump" (suggested by wizard0207 on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
"[Prioritization] - Add Priority with jobs in a submenu" (suggested by DJWolf-3 on 2021-09-17), including upvotes (1) and comments (0), was merged into this suggestion.
"Working priorities" (suggested by Respawn on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
"Building Staffing Prioritization" (suggested by Ian Roth on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
"Better management" (suggested by Joachim van Wijck on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
Sometimes, even with all other occupiable jobs paused, beavers simply won't fill necessary jobs. namely the water pump. Something feels broken here, either AI should prioritize jobs, or the player should, but it certainly should not be that neither is cabale of doing anything to help a dying colony. My runs are boiling down to a specific and exact setup to prevent this from happening, which makes the game notably less replayable.Thanks devs and admins for making a great game and taking the time!
Job assignments/ priorities needs to be a P1 issue. The feature is critical to midgame play.Also, this game is fun AF. Thanks!edit: the ability to pause buildings in the Employment tab (top left) would suffice
After a period of drought, my beavers died of dehydration, they should have prioritized collecting water from the river.
The Game could add a way to prioritize some structure.
Please add the option to prioritize workers so that we dont have to pause all jobs to get people working where we want them. maybe add a queue page with the most urgent jobs like the assign priorities page. (I'm relatively new to the game so maybe this is already possible but ive just missed it.)
I keep running into a problem when populations fluctuate, all the water pump workers end up dead and nobody takes their place. there's no real good way to catch when it happens but the entire population dies off in a day, and the save I've been working on all day ends up completely baron in seconds. being able to sort jobs within each district by order of which they should be filled would solve this and stop the tedious pausing and unpausing of every other business just in order to get someone back onto water production. I absolutely love the game, and can't really think of anything else worth pointing out, but this is a real game breaker, please please add district job organizing.
Having to manually pause and reassign workers is tedious and not fun. Micromanagement of something that the beavers should really be able to figure out on their own is not a fun game mechanic. If they're all dying of thirst, but no one is working the water pump, they should be smart enough to start working the pumps. Or are we saying that they're intelligent enough to build a water pump, but too stupid to know that they need to run it?
Right now it's really difficult to get a beaver to start working at a specific role. A great example - when you have a lot more jobs than beavers, and you want one to start working on something specific you have to go through and pause all of the untaken jobs but the one you want them to start.
Would love to see a "job priority" feature where you can prioritize how some beavers pick jobs.
But I think the easiest situation would be where in the list of employment there is a "-" and "+" button on either side of every occupation and you can click minus on one to put them as unemployed and then plus on the one you would like to add them to. Maybe make it a default feature to "Automatically distribute jobs" and allow players to turn it off when they need more control.
"died of dehydration" (suggested by ANDRE LUIZ DE PAULA LEITE on 2021-09-17), including upvotes (1) and comments (0), was merged into this suggestion.
"Job priority, Improving efficiency/less hassle." (suggested by StringoSalsa on 2021-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
agree, you always die from workers not doing the correct thing than anything else. should have a resource priority mode to globally set workers focuses on important things than other random things....once I had 1000 wheat, all it need is somebody go turn it into food... but no, entire town still doing their normal business and die from hunger.... frustrating. the coding behind it is too complicated? you just need a priority tree and rule engine in assign jobs. but it seems that part of game wasn't architected correctly in the first place...
a way to pioritize workers to fill jobs in selected building when they are idle. Or make them smarter if hungry pick crops or if thirsty jump in water pump
Barely survived a drought with no water left. 50% of population died due to thirst.
But NOT ONE of the survivors thinks about pumping water until every single one of them is dead.
I'd say this is the best example for natural selection.
This happened with iron teeth faction. Not sure if the others are smarter or not.
"Improve employment assignment" (suggested by Brian on 2021-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
My own preference in this - allow to me to drag (or move up/move down) so that the list of employment for beavers is not just a list, it's a priority - so that water pumps and food gathering are always manned, and lower priority advanced stuff like explosives, books etc. get filled later - if we can move these around, we can change priorities over time, but not lose a district because of a critical beaver dying and not being replaced....
"worker management" (suggested by Bria on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
"Prioritization of jobs" (suggested by KWN on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
I'd like a list interface where I can sort jobs by order in which they should be automatically assigned. It seems like I'm constantly losing my pump workers, when I want it to only assign people to be extra haulers when all the other jobs are full.
Yes please. As all of my beavers are slowly dying of thirst, I am struggling to find a way to get the 3 left to actually start up the water pump, post drought. My first instinct was to check the building UI for a way to either prioritize or manually select a worker to run it so the last few do not die.
"Job priority system" (suggested by Ryvre on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
5 of my beavers had died of hunger before I even realized there wasn't any beaver working on berry picking. Not sure if you can make them prioritize certain tasks but I couldn't find it. Gathering food should be the top priority anyway.
"Prioritize gathering food." (suggested by ButtDragon on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
"Assign Priorities To Workplace Vacancies" (suggested by Perrybirb on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
"A beaver's mind" (suggested by Verymuchmyself on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
As an alternative to reworking the priority system, it would be SUPER helpful (and much less devtime) to add in alerts instead. If we had a little pop-up that said "You have a 3 day supply of water left!" it would alleviate a lot of the attention burden.A priority system would still be nice so that no one is idle, but a little notice when things are going south would make manually toggling buildings less frustrating. And you could leave it off on Hard mode!
"Please add job priorities" (suggested by philipov on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
To reduce micro-management, I would suggest changing the Hauling Post to automatically take in unemployed beavers, and if another job opens up, a beaver leaves the hauling post to take that job. Implement it in whatever way is easy... maybe building a Hauling Post just sets a flag so that unemployed beavers start helping out by hauling stuff.
It would be great to add the posibility to prioritize a vacant job from a factory laking of worker.
As many threads were made about this, Job priority I feel is needed. I.E you can set the hauling station to low priority, so beavers will fill it last. vs a water pump which you can set to high priority, so between the two, beavers will fill the water pump first.
Allow moving of job up/down list to automatically prioritize that job so as deaths occur you do not have to constantly pause buildings.
"Worker Priority option" (suggested by Adam on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
"Increase priority for vacant job" (suggested by Brureau on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
I had the situation that all the beavers in one of my branch districts died, because the beaver operating the water pump died because of age. The other beavers already had a job. Then it seems nobody cared to operate the pump. Instead they all died instead. Not really smart. Maybe it would be a good idea to add a kind of survival instinct to the KI. So that 1 of the beavers leaves his/her secondary job to pump water and save the whole district?
Thanks. Great game otherwise! I love it.
I found this a lot when trying to terraform a level, it required a lot of separate districts. I would get each setup so they could basically autopilot and build the dams that I needed. But since each district has its own born -> work -> die cycle of beavers I had to keep checking there were always people doing the key jobs of farming and pumping so the whole district didn't die.
My beavers will suddenly all leave the water pumps to go do something else, causing them to die if I don't pay attention. maybe lock that job in or have a job priority list.
There could be a Job Management screen that allows for the priorization of the jobs and other kinds of job management, like moving beavers from one job to another easily
Recommend adding a way to choose which jobs will be filled first as unemployed beavers become available
After having thought about it a bit, I think having a small amount of unemployment be desirable is a good game design. Employed beavers won't switch jobs, regardless of priorities or whatever. But unemployed beavers will fill those jobs when they become available. Having unemployed beavers means you can focus your attention on more interesting things, like new construction or managing jobs that don't need to be done all the time. In real life economics, they say that around 5% unemployment is good, for very much the same reason. If you have 100% employment, new ventures aren't possible because there is no free labor available, which causes stagnation in the economy. The idea that any unemployment is bad is a bit of a toxic meme in society, and so I like the idea that this game would encourage dispelling that notion by making a small buffer of unemployment be a healthy, useful part of beaver society.
beavers have no sense survival priority's, pump jobs are open everyone's thirst is at max and i had 12+unemployed and not one of them would take a pump job to save the community of thirst , all in district 1 all with green connected pathways , these beavers are dumb, fix jobs !
"District died because nobody would operate the pump" (suggested by Chris on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
"lock workers to rolls" (suggested by Rob on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
"Add labor prioritization" (suggested by Zach on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
Got through my first drought with only one beaver dying of thirst - woohooNone of the others were even thirstyThe rains came, water flowed in the rivers - and yet my beavers kept dying of thirst For some strange reason none of my beavers thought that they could handle either of my two pumps and I couldn't tell them to do so.Need to be able to industrial building to have a priority for getting workers and be able to tell beavers to go to an empty one when needed.
It is currently very frustrating trying to get workers into the buildings you want them in when you have a large population and a lot of buildings. Currently the only way is to disable buildings until the workers decide to move into the building you want. This is doubly frustrating because you can't disable multiple buildings at once, having to click through all of them one by one, and then re-enabling them afterwards is a tedious chore. We really need some way of telling workers to prioritize filling certain buildings, and a way to move workers around without having to toggle off/on buildings.
make the beavers actually work when you set very high priority on something lets say like remove a seeding or something like that..it takes ages for them to do anything IF they do it and it would be very helpful if the stubs got removed when planting carrots or something like that...same thing after a draught the water doesnt fill everything it should fill (i know there is stuff you need to destroy for water to come ) but now i mean open rivers where water should fill every inch but doesnt
"beavers have no sense survival priority's" (suggested by Art on 2021-09-24), including upvotes (1) and comments (0), was merged into this suggestion.
"Job priority" (suggested by Gourdthe Jord on 2021-09-24), including upvotes (1) and comments (0), was merged into this suggestion.
"Worker Priority Management" (suggested by Andrew on 2021-09-24), including upvotes (1) and comments (0), was merged into this suggestion.
Add a simple button to each building that prioritizes it when new workers become available, so as you dont have to play leapfrog with closing and opening jobs to get the one you want filled.
Es wäre gut am Anfang zu erfahren, ob und wiw man die Bieber gewisse Arbeiten zuweisen kann , um vor einer Dürre z.B Sammler und Bauer zu priorisieren
[It would be good to find out at the beginning whether and how you can assign certain work to the Beavers in order to prioritize collectors and farmers, for example, before a drought]
(Sorry but we ask to use only English for all things except translation)
If this is implemented we would also need a way to see how many beavers are hauling compared against those who are GENUINELY unemployed... Otherwise it's difficult to see how many more trading posts need to be built.
"Anfangs Tuturial" (suggested by Armin on 2021-09-25), including upvotes (1) and comments (0), was merged into this suggestion.
Right now it feels like jobs are prioritized like SimCity did houses. They wake up randomly take a job for the day. I personally do not want to manually assign 400 jobs. I don't want to have to deal with skill points. So how do we deal with this? The problem is not the job. The problem is the production. The game will produce endlessly planks until you stop the factory or storage is full and it bottlenecks. The worker stays at the job until you close the job/factory. Correcting this so the beaver goes back into the worker pool if there is nothing to do or reaches the production limit. So when they reach 50 planks all the workers will look for another job in all the plank buildings. Now I have only 20 beavers and I have 50 jobs... How will they decide which ones to get. A hard coded priority list. Wood, Food, Water. Problem solved. Farming should stop and the land lay fallow once food limits are reached.
I got to the first drought and ran out of food simultaneously. I tried to salvage it by relying on newly grown berries but my gatherer died, and I have no way to appoint one other than disabling all useless buildings, even tho useless professions are in production.Prioritising buildings like you do construction is essential.
philipov, let me disagree: unemployment rate first of beneficial for capitalistic economies in a way employer can pay lower wages due to workforce competition, so it's just toxic, people cling for they jobs because they are put in harsh condition, if it was not the reason there would always be people for new ventures. Actually guaranteed employment from government is one of main points that's being promoted these days as alternative to mainstream economic theories, which have world in stagnation for years now.Sorry for off-topic
"Priority for lack of workers on buildings" (suggested by Redhex on 2021-09-25), including upvotes (1) and comments (0), was merged into this suggestion.
Job task priority. Being able to set the number of workers and their priority in a list format all in one place. Basically if the worker list was editable with priority and number of workers.
If the population crashes, need a way to prioritize which buildings remain active. One of the times I got hit by drought, my people were dying of thirst when the drought ended. I might have been able to save some if I did not have to go around shutting off buildings individually.
there needs to be a way (or a more obvious way if there is one) to reassign workers between buildings. When there is a drought there is no water to pump but my 2 water pumping beavers keep going to work every day with no obvious way to reassign them to another job like science research.
my beavers all just died as my water pump beaver died and i couldn't replace him, so i had to delete buildings until one of them went to that job but by that time I had 3 left and no buildings.
Imagine your beaver population is just big enough to occupy all workstations. Suddenly, all of your pumping beavers die of old age..
What happens next, is that all beavers continue doing their daily tasks, while the water supply drops to unsustainable levels. Maybe you're lucky and the offspring to replace the pumpers, are ready before the water is gone..
What I wish for, is that every morning, each beaver reconsiders their working role. And they choose from a prioritized list. This list doesn't have to be editable, not as the first itteration, but I can imagine some people would love that level of micromanagement. Not me though.
The only two things I want on that list, are pumpers, and haulers. Thus, all pumpers die? No one goes hauling. Hauling is a luxury. Water is not.
If the list could be exposed to modders, they would probably love to add lazy beavers in.
"Include a way to prioritize worksites when not enough workers available." (suggested by Jack Moellering on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
"Building Staffing priority" (suggested by . on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
"Being able to tell a beaver where to work" (suggested by Jekyll on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
"Prioritize water pumps over haulers" (suggested by dontdo_thatagain on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
Currently, in the later game, when a significant portion of the population dies from hunger or thirst the only method for managing job assignments is the Pause system.
I would like to suggest a method for prioritizing job assignments and / or basic resource production.
IE: In the last days of the drought, we ran out of water. Half of the population in each district died before the river returned. We have 0 water and 2000 carrots - yet every building (gather flag, forester flag, farm) has workers except the water pumps - Thus...the rest of the population dies. >.<
I like the suggestion linked above, 214911. It's basically a more generic version of mine, and would also avoid the issue of showing number of unemployed beavers. Admins, I fully support merging this into that suggestion.
"Ability to Prioritize Workplaces" (suggested by Daniel Kraus on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
If it's author wish - OK.
"Change Hauling Post to be a temp job for unemployed beavers" (suggested by Eric on 2021-09-22), including upvotes (14) and comments (4), was merged into this suggestion.
If a high priority workplace is missing workers. Workers in low priority workplaces will then be re-assigned.
I had a bunch of beavers die of old age around the same time, and the unemployed filled in the jobs at random. Didn't notice that the water pumps weren't being used until everyone almost died of thirst!
It'd be cool if we could prioritize certain buildings to be filled first should a beaver become available.
I love this game so much, and I'm really excited to see what you guys add in the future!
"Workplace priority" (suggested by ExceededMerlin on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
"Suggestion: Set priority levels for filling jobs" (suggested by KL on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
I can not make water pump a priority. Population dies because I can not shift work.
"water work priority" (suggested by Tim on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
Worker/resource micromanagement becomes a little monotonous when Beaver populations start to dip. It would be nice to quickly change priority of work without having to pause every single building. A multi-resource prioritization menu would be great. For example, prioritizing wood over water in certain situations because you need to build quickly. Maybe food is above all of them because the beavers are starving. Maybe I don't need all my beavers working in the lumber mills, and want them to focus on collecting food and water. Then all jobs would be filled on priority settings once populations stabilize. I believe Space Haven has a system similar to this that actually works pretty well.
"Better worker management" (suggested by CarryoutToast on 2021-09-30), including upvotes (1) and comments (0), was merged into this suggestion.
Highlight an area that will allow us to pause and start jobs Multiple buildings would be nice. Possible priority under the jobs too.thank you for the game
the player must be able to move the job list in order to rank based on priorities
"job list customisation" (suggested by Sebastian on 2021-09-30), including upvotes (1) and comments (0), was merged into this suggestion.
It would be nice to have any unemployed beavers assign themselves to flex jobs. For example, a beaver that becomes unemployed automatically becomes a hauler.. but if a water pump worker dies, a hauler becomes a water pump worker.
"Allow beavers to flex in/out of specific jobs. Job priority" (suggested by Tetrygon on 2021-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
I found in one of my districts, that other buildings would have priority over employment.. For example, I had pumps that needed employment, and I ended up having to pause many other building before they became staffed. It would be a cool feature if I could either assign roles to buildings, or in the Employment Overlay, that I could reorder which buildings should have prioritized employment.
"Reorder building employment importance" (suggested by James on 2021-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
A somewhat easy way to make the interface would be using the worker list on the left.You can drag to reorder the list, and jobs will be filled from the top to bottom.Additionally you could click on one to set the upper limit. Workers above the limit will only start working there once every other job is filled, again from top to bottom.
Instead of having to pause different buildings, or prioritise one is it possible to be able to select the beaver jobs location and send them to another building instead of waiting for them to choose the right one.
Kinda noticed that having no way to prioratize work stations becomes a complicated task of clicking around until you finally get the right beaver to the right place. Can't tell you how many times i almost lost the game due to my beavers not working on food or water after a drought.
This may be why I keep loosing my entire population...
"Option for jobs to be prioritised - not just for construction" (suggested by Rebekah on 2021-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
"Being able to choose where Unemployed beavers go." (suggested by Luke on 2021-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
"Prioratised wotk" (suggested by Sanse on 2021-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
1)It would be great to be able to select a building, set a priority and have that determine the order in which jobs are filled when there are more job slots than beavers
Congrats on an amazing game btw. Really loving it.
I think it would be great if the "Set priority" function could be used on work buildings to tell beavers what you'd prefer to be staffed or unstaffed. If I'm struggling with water, I would rather my printing press be empty than my pumps
At some point, I was having a drought and half of my pop died, including all of the water pump operators.
It was an annoyance to go through all the other jobs and pause them to free up some workers.
maybe a job priority system where certain jobs will be filled over others?
Hi,The maple priority does not work with the forester.
A warning icon could be displayed on the unoccupied buildings as it is when they are not linked to the road.I lost half a district population because an old beaver working in the water pump died.Also more visible warnings for accidental deaths by hunger and thirst in the log.
"2 QoL changes: Building Priorities" (suggested by Sean Hunter on 2021-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
"Be able to set priority on completed buildings to manage workforce" (suggested by Poet on 2021-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
"Prioritise jobs" (suggested by Jeef on 2021-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
add a way to prioritize breeding tanks. there is some bug where they will completely ignore the tanks. full city center with 4 idle beavers. 4 breeding tanks halted for lack of food. plenty of berries and water to fill them with.
I tend to have a few "seasonal" jobs within my areas, usually pumping & science. During the wet season I have all hands to the pumps, but in the dry season I tend to pause most of those & distribute the beavers amongst science & areas with a high workforce ceiling like hauling or distribution. However come the wet season and re-opening the pumps I need to go and shut off jobs to get beavers back into the now open pumps. This can also happen when a beaver dies and they're in a job I don't regularly keep an eye on, but always want going on (such as plank production/farming).
It would be nice to use something like the construction prioritisation on jobs, so when there's a staffing shortage beavers are automatically diverted to areas I classify as critical, then they drift into the "less critical" jobs when the critical ones are paused.
Of course this is something that only really becomes a problem at scale (I currently have 200 beavers) so maybe this could be tied to a late game unl
Its alwaya a pain when you have a rough drought and your beavers die and when you send beavers over from another district you have to pause all buildings to get them yo prioritize the necessary buildings..
Well, I am suggesting a system to allow you to prioritize which buildings are filled first.
So in the building on the left, allow moving the buildings up and down that list, buildings will be prioritized highest at the top to the lowest at the bottom. This could be done per district (selecting a building in the district or district center)
"Building Priority System" (suggested by TheExceed on 2021-10-10), including upvotes (1) and comments (0), was merged into this suggestion.
It'd be really nice to have the option to prioritize which jobs are filled next; I often need water pump beavers to be prioritizing water, but if my beavers happen to die out three of five pumps could be nonfunctional and I'll need to pause the majority of my village before I can get them to go where I need them to go. It'd be a lot easier if I could click the building, select [^] priority and the next unemployed beaver will go to that job I prioritized. That way I can know it'll go there and not the builders or haulers post or whatever, forcing me to interrupt several beavers routines just to get the beaver where I need to go.
It's great to have the build queue, a job queue that is similar [even less complex] would be an amazing QoL improvement to the game.
"Job prioritisation levels for under-staffed districts" (suggested by Henry Ashman on 2021-10-09), including upvotes (1) and comments (0), was merged into this suggestion.
Perhaps as an alternative to the priorities solution, or in addition to it, there can be a building for "temp" beavers. These beavers could be given a priority list and staff unstaffed buildings according to it. Once a non-temp beaver grows up (or gets fired from their past job) they can replace the temp beavers, leaving the temp beavers to do less important work. I already do something similar by intentionally having unemployed beavers in my districts to take over unexpected vacancies if I can afford it.
Okay, I may have not had enough water storage for my drought. However, after my mass death I should be able to reassign workers to vital machinery such as water and farming so that I dont get left with a gutter civ. I shouldn't have to break every single station in the entire district just the reassign workers, its silly. This is my cheif complaint.
"Job Priority Queue" (suggested by A. Whitney on 2021-10-11), including upvotes (1) and comments (0), was merged into this suggestion.
Some specific buldings could have 'work on demand' like the 'power wheel', if there's any aviable worker and power is needed should send it there.
"Work on demand" (suggested by BeneSkywalker on 2021-10-12), including upvotes (1) and comments (0), was merged into this suggestion.
"WORKER REASSIGNMENTS!" (suggested by Ethsn on 2021-10-12), including upvotes (1) and comments (0), was merged into this suggestion.
I'd love to be able to set priority levels/ minimum thresholds for different jobs within a district. Nothing is worse than returning to a district that was running while I was working on something else and finding that a population shortage has lead to my water pumps or farmhouses to be un-manned (un-beavered?) causing the water or food to run out and a runaway die-off in that district. It'd be great if I could say that I need X number of water pumps and X number of farmhouse workers to be staffed before anything else and have beavers change jobs if a death causes a vacancy. Perhaps this can be done through a building that can get unlocked with high science points so it doesn't affect early game mechanics?
Sorry, but we ask to use only English for all topics except translation. You can use Google Translate or other service to update title and description or post it in comments, otherwise I'll have to delete it.By looks of it, I'll merge it into https://timberborn.featureupvote.com/suggestions/214911/jobs-and-buildings-priorities
"Staff management" (suggested by Gannonite on 2021-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
In my playthroughs, in each district, I end up building an extra haulers post for beavers that would be otherwise unemployed (or just leave 10ish unemployed beavers), and each morning I disable/enable the hauling post to fill jobs left vacant by beavers that died of old age. It would be nice to have a Forman's office, or upgradable District Center that would allow us to prioritize jobs, so we can more easily ensure the most vital jobs are always filled. We could assign job priorities the same way we can assign construction priority, so beavers filling low priority jobs, would change jobs if there is a vacant higher priority job.
"New Building: Foreman's office" (suggested by stevenwojo on 2021-10-14), including upvotes (1) and comments (0), was merged into this suggestion.
Enable you to prioritize which buildings should be worked first.
Currently this seems to be prioritized based on which building is build first.
I rebuild my waterpumps after you a drought and no beaver wanted to work in the new ones.
"Set district task priority" (suggested by Jan on 2021-10-15), including upvotes (1) and comments (0), was merged into this suggestion.
When assigning employment opportunities to newly-grownup beavers, I'd like the beavers to be employed to necessities first (e.g. water, farming, lumberjacks)
"Prioritize Water Pump Employment" (suggested by Grant Robinson on 2021-10-16), including upvotes (1) and comments (0), was merged into this suggestion.
After water very low level, i cannot set priority to pump and i have to desable all bulding to restart the productionHow to set priority to specific building ?
"干ばつで簡単に絶滅します" (suggested by YASUO HAYASHI on 2021-10-09), including upvotes (1) and comments (1), was merged into this suggestion.
It seems that randomly my entire food or water store disappears and a mass dieoff begins.
The cooks are overwhelmed and/or die, resulting in a chain reaction of even more dieoffs.
The others seem to get confused and dont realize that food and water are more important than anything else and the jobs dont get filled.
Too many haulers die when cooks finally start coming back on line.
And the cycle continues until I completely turn everything off but water, food, and haulers.
Then after an hour on full speed, the whole thing finally stabilizes.
Is this a feature, by any chance? lol
Great game, love it.
"Food or water stores suddenlty disappear. Resulting in mass dieoff." (suggested by DrDealGood on 2021-10-20), including upvotes (1) and comments (0), was merged into this suggestion.
Can't tell you how many times I've had to pause all my other jobs because the one I want filled isn't getting filled, if they don't end up doing this, then we should at least be able to tell one specific beaver what to do, and where to go. though I will say, that would take away from the civilization builder feel
Even a global priority setting would help, im getting to be a little tired with my entire village dying of thirst on a massive moving river of clear water because no beaver will go put his foot on the pump or starving in the middle of a field full of food without me going to every single building i have and pausing them all to force everyone to change priority and start job assignment from scratch. Let me state that X building is critical with a checkbox or X task. Or simply at bare minimum make AI understand that survival tasks must come first.
Multiple jobs at one building should be handled independently. E.G. a farmhouse with 0 workers is a waste, with 1 is slow, with 2 is faster. A district with multiple farm houses should allow more fine control.District level is where to manage / view job priority. Though the priority number should be stored in each building to accommodate boundary (gate) changes.A limited number of priority bands might be easier to manage, though manual assignment within a numeric range could be useful for advanced players.
Expand the priority for the job, for exemple set a high priority on a water pump.
"Priority on job" (suggested by SV420 on 2021-10-23), including upvotes (1) and comments (0), was merged into this suggestion.
When lot of beavers die of starvation or thirst, its difficult to manage to have the important jobs staffed. recently my colony died after a dry period because the pumps were not operated by beavers.
"Priorities at distributing jobless beavers to basic jobs" (suggested by Tokamak on 2021-10-24), including upvotes (1) and comments (0), was merged into this suggestion.
To add onto the original idea: hauling post jobs should be given low/reduced priority by default upon construction. Haulers exist to support other jobs. They're nice to have, but they aren't worth anything if there are no goods to be hauled.(A tip for anyone else struggling to manage jobs: try pausing and unpausing your hauling posts periodically. The unemployed beavers will automatically fill any open positions and any beavers that are left over will go back into the post.)
The ability to take the side menu with all the current jobs available and be able to reorder them to determine what type of job has the highest priority from top to bottom. In addition change how the menu shows jobs currently it shows number of beavers working a job as opposed to total number of jobs to number of beavers. This would also make it easier to track how many beavers are working if the jobs at the bottom show zero.
"Job Priority" (suggested by Silva on 2021-11-02), including upvotes (1) and comments (0), was merged into this suggestion.
(NOT building construction priority)
Sometimes some beaver died, then some building will get no worker, I want to assign which building is the priority to get worker first before the other. E.g. 10 beaver population died at nearly same time, and no unemployed beaver are ready to replace them to work in their building, the building that these dead beaver leave is very important (water pump or farmhouse for example). After some time, some of the beaver cubs is became adult, and take some jobs that is available, I want them to take these critical job before other less important jobs (like hauler).
"Worker priority in case lack of worker" (suggested by Kon on 2021-11-03), including upvotes (1) and comments (0), was merged into this suggestion.
why can't i assign worker priority to the buildings that LITERALLY KEEP EVERYONE ALIVE?????
"All my beavers are starving to death because nobody will work the farm." (suggested by Zanzo on 2021-11-16), including upvotes (1) and comments (0), was merged into this suggestion.
Maybe have the beaver's AI prioritize them to live as close to their job as they can? Or have a building that needs to be manned in the district that activates "smart home planning". Like a district manager. One beaver worker is a small price to pay for improved housing efficiency.
If half my population dies of old age, then their children grow up, I would like them to refill the empty job slots in priority order: water pumps first, builder huts and hauler posts last. It would be nice to be able to set priority on buildings to allow this, just like buildings can be prioritised for hauling.
"Settable priority for job assignments" (suggested by Andy W on 2021-11-23), including upvotes (1) and comments (0), was merged into this suggestion.
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