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.
When some of you beavers die it would be nice to have the ability to direct your remaining beavers to the task you find are a priority. I lost most of my beavers after the first draught after the tutorial and I could do very little to avoid further dying on the next draught as I couldn't allocate beavers to work on the water towers
"Allow for worker placement prioritization" (suggested by Bruno Santos on 2021-12-05), including upvotes (1) and comments (0), was merged into this suggestion.
I had a decently sized colony that would survive most droughts. My colony went into a sudden death spiral due to an outbreak of unquenched thirst. Well, all four of my pump stations were empty without workers. I'm not sure why this happened because I didn't see any beavers die. Also, there is a long period of time where any leftover water from a drought in the river area just disappears and then the running water comes back in.
I thought this would be an easy fix. I would just move workers from other tasks to the pump stations. But there is no option for this. I lost about half my colony while trying to figure this out. I enjoy the game and I don't mind starting over. But you'd think a beaver dying of thirst would prioritize the pump station over making wooden gears or paper. But these little guys were determined to do their jobs to the death. I understand if this is a limitation of the game, it's just a little immersion-breaking
"Manually Assigning tasks, or giving beavers job priority" (suggested by Rob Vaughn on 2021-12-05), including upvotes (1) and comments (0), was merged into this suggestion.
I really like Silva's suggestion (Nov 3) of making the building side-list adjustable; if you could drag them to rank them in importance, plus maybe a 'pause/unpause all' beside each building type.
After a drought almost every worker is thirsty but no one works in the pumper because he is dead! but there don't have any spare workers and I cant change workers' jobs so workers just leave pumper alone and keep thirsty which cause all my workers died!
A checkbox to have the beavers without a job prioritize working at the buildings with the new checkbox checked, and only if no worker-prioritized job is available, get working on a non-prioritized job. Also, if there are prioritized jobs unfilled, beavers from non-prioritized jobs should move into the prioritized jobs.
No longer will you have all the non-critical jobs filled, only for the beavers to die from thirst and starvation because those are the only jobs they don't like or the only jobs away from the housing inside which they live.
if you need a certain job filled at all times. Currently, you have to juggle jobs by pausing and resuming other things, or by changing the numbers of workers available.
Also, please make the workers-prioritized buildings highlighted when the district center's menu is opened. And the haulers-prioritized buildings highlighted when the hauling post's menu is opened.
"Workers need more flexibility to switch jobs！！！！" (suggested by 关西腔 on 2021-12-11), including upvotes (1) and comments (0), was merged into this suggestion.
"Prioritize building by workers + visual identification." (suggested by Sapioit on 2021-12-11), including upvotes (1) and comments (0), was merged into this suggestion.
I like this idea, it could be a very simple system similar to the priority system for building. from 1/2/3/4/5 priority, with 5 being high priority, and 1 being low prioritybeavers will fill highest priority jobs firstthis will be managed on the individual buildings themselves
Whenever there is a longer draught, and beavers start dying, invariably they keep working the worthless jobs instead of running water pumps when the water returns. There should be the ability to order the priority of what buildings get employees first. This is a pretty standard feature of a city/resource/builder sim.
"Add ability to prioritize worker assignment by industry" (suggested by Charrold on 2021-12-18), including upvotes (1) and comments (0), was merged into this suggestion.
There should be some way to change your beavers work without just pausing all of the different workspaces possible.
"Should be able to switch work easier" (suggested by Zg9y on 2021-12-23), including upvotes (1) and comments (0), was merged into this suggestion.
I wanted to add to this suggestion two different possible approaches to implementing it:#1 - Be able to set priorities on buildings themselves.If we go this route, then we should be able to use both buttons on the building UI (similar to the 'construction priority' buttons) and the Set Priority Tool to change building priorities.Higher priority buildings should be able to take workers from lower priority buildings if there is a gap.#2 - Be able to set priorities on Job CategoriesThis option would require a new UI that lists all 'Job Titles' used in the District and lets you rank them, perhaps from 1-9 with a default 5 where rank 1 is the highest priority.Higher rank job titles get filled first as workers become available and can steal workers from lower ranks.The advantage to this approach is that you can set the policy for the district and not need to revisit it as you build, reducing micromanagement. But it loses granularity.
sunyudai, that's pretty much how I imagine this suggestion myself
First try on the game, just finished the tutorial. It appears I had noone working in my water pump. I had the little warning sign beside my beaver in the building panel, I paused the other buildings to free some workers, but it was impossible to reallocate anyone to the water pump. They all died because of no water. Impossible to force someone work here, the + and - button are grey, ie inactive, I watched them die with no possibility of action. The worker assignation is not that intuitive.
"Worker attribution" (suggested by David on 2021-12-23), including upvotes (1) and comments (0), was merged into this suggestion.
"Prioritize buildings to fill jobs there" (suggested by Erforges on 2021-12-24), including upvotes (1) and comments (0), was merged into this suggestion.
I just bought the game and, somehow, failed the tutorial. A drought came and killed off my beavers working on the farm and gathering berries. From there on out, it was all downhill. Workers kept going gathering lumber, running errands for the District Center, etc. but nobody would go get food. Eventually, I ran out of food in the warehouse and died. It would seem like you should be able to move workers around or, at worst, have a better way to prioritize what the workers do.
Then again, I just DID buy the game, so I might be missing something. If I did miss something, maybe make it more obvious.
I think this is the biggest current issue with the game, not being able to assign workers to needed jobs, such as water when there is none.
You can pause buildings, but surely, we want some work priorities.
"Reassign beavers" (suggested by Jason C on 2021-12-26), including upvotes (1) and comments (1), was merged into this suggestion.
After a drought has ended, my beavers were starving for food, however the berry gatherer just died, and it wasn't easy to just require that position to be filled up asap. My beavers ended up dying even though there was a vacancy in berry gatherer with plentiful of berries nearby :'-(
Only way I could think of is to pause every other structure.
"Please add the ability to force/prioritize specific vacant jobs" (suggested by Chad on 2021-12-26), including upvotes (1) and comments (0), was merged into this suggestion.
As the title says it would be nice to prioritze what the workers do. like if water guy dies someone else will work there.
"It would be great to be able to prioritze what is worked on" (suggested by thegame on 2021-12-27), including upvotes (1) and comments (0), was merged into this suggestion.
I think most buildings could use a basic 'work wet/dry/both seasons' radio button option so we can at least cut the most recurring annoying step of the wet/dry pause/unpause shuffle that invariably takes place. Automatically reassigning seasonal workers to/from water pumps, water-power-only production, along with farms, lumber, research, etc. by such a simple selection (alterable at will to deal with any issues, of course) would ease things considerably - allowing players to focus on construction planning & crisis management rather than the busywork...
Being able to set an order for the beavers in each district of which jobs are more important.
Nothing more frustrating that watching the beavers die off as they busily chop trees and saw wood and none are working the water pump or gatherer flags...
"Suggestion: Work priority" (suggested by Hakakeen on 2021-12-29), including upvotes (1) and comments (0), was merged into this suggestion.
When drought or famine strikes and beavers start to die, it would be great help to mark certain jobs, like farming or pumping water, as critical (or give beavers enough intelligence to do this automatically), so beavers from other, less necessary employments automatically leave their job and start to work in these buildings if there is noone else to do it. Because now, when casualities are high, you might have to manually pause and later unpause dozens of buildings until someone starts to do something important. For example, when you are building and planning new district, half of population in another district might die, just because farmer beaver died first and others were too occupied with their tree cutting and building, that they didn't notice their survival instinct until they fall dead.
Same problem here - beavers in new districts die, vacancies in food and water production don't get filled - now all beavers in the district die. It's definitely good to be able to prioritize buildings, or to sort products / categories by importance globally and for each district.As this would be highly practical and takes away a lot of micromanagement, I think there needs to be a downside to constantly switching out workers. Job expertise per beaver would be a nice metric. Expertise should grow each day working on a certain job - and will get lost when not working. More expertise means higher efficiency, e.g. 2x working speed at 100% expertise. Having 50% or 100% expertise could give additional bonuses.So any time a beaver operating a pump dies, getting replaced by an unemployed beaver, the new beaver will be less efficient for a while. Being replaced by your most efficient logger hurts though and could cause havoc throughout the supply chain if not managed well.
"Mark job as critical" (suggested by FinalArgument on 2021-12-29), including upvotes (1) and comments (0), was merged into this suggestion.
Love this game, but Im facing the same QOL annoyances in every game
Please add the ability to prioritise employees, so that if your beavers die off and you have more jobs than beavers, then they know which jobs to attend to first.
It's really annoying having to pause each building in turn, trying to chase the spare beaver around until he lands at the job you actually want him at.
My suggestion would be to add a 1-10 priority on each building (after it has been built).
Then whenever a beaver is looking for employment, they will use that priority to decide which building to work at.
"Employee priorities are critical" (suggested by Carpii on 2022-01-02), including upvotes (1) and comments (0), was merged into this suggestion.
I agree with what has been said above. Job priorisation or automatic switching to critical jobs would be great!Apart from that, please also consider to provide more information in the job window and sort jobs, so that shortages are easier to spot. In particular I want to suggest:1. Make two sections in the job list, one for basic/critical jobs with water pumps on the first place and farms and food gatherer flags following. The second section lists all other jobs.2. Color code all entries, e.g. as follows - green: Building has all jobs enabled AND all jobs are filled - yellow: Building has not all jobs enabled AND all enabled jobs are filled - orange: Not all enabled jobs are filled but each building has at least one beaver assigned to it - red: Building is completely unoperational due to lack of workers3. Display not only the total number of unemployed beavers but also the total number of open jobs.
Really needs some way to prioritise which empty jobs get filled first
After a building has been built, have it display a 1-10 priority control, and beavers will fill the jobs with the highest priority.
Right now it's a game of cat and mouse trying to pause buildings, until your unemployed beavers end up at the job you want them at. For me this is one of the biggest micromanagement annoyances in the game right now
"employee priorities" (suggested by Carpii on 2022-01-04), including upvotes (1) and comments (0), was merged into this suggestion.
Add planing bar divided by segments that allow to plan what to build or where to work first. f.e. if higher tier thing planned (go to work in selected place) that should be done before everything listed further. That would help to plan and prioritize what to do, f.e. when biebers die or during drought.
"Better planing options" (suggested by Sheytoon on 2022-01-08), including upvotes (1) and comments (0), was merged into this suggestion.
let's say you are in a drought and at the end of the drought your water pump worker has died and now you will just die. I don't like that. what if you could set a priority so that if a high-priority job became vacant, a beaver from a low-priority job would take his place.
"Job Priorities" (suggested by Julius on 2022-01-09), including upvotes (1) and comments (0), was merged into this suggestion.
This may be my most desired quality of life wish for the game. Being able to set certain jobs a 'low' priority (such as science and hauling) would eliminate so much micromanagement, and prevent entire districts from dying off when I'm messing with a different part of the map.
After hitting a drought my workers refused to continue working on the water pump dispite them dying to dehydration. There was water in the river and a path to access it but they all slowly died out instead. I hope this is a bug and I'm not just being stupid, but I've attached a screenshot just in case i've missed something. I'll remove this if it turns out I'm incorrect.
A method of prioritising worker roles would solve this issue but it has been listed before in this site.
"Refusal to work at a building" (suggested by Mark on 2022-01-18), including upvotes (1) and comments (0), was merged into this suggestion.
Buildings that require workers should be able to have a way to set priority, maybe on a scale of 1 to 10. Makes me crazy when my water supply drops and the water pumps are unmanned while less vital things like metal smelter is fully staffed. This way, you could set water and farms at 1, lumberjacks at 2, saw mills at 3, etc.
"Prioritize Labor" (suggested by EC on 2022-01-18), including upvotes (1) and comments (0), was merged into this suggestion.
For the Buildings GUI on the left, allow for sorting so new unemployed beavers will go to the building/job with open slots based on priority. Having to manually pause all buildings to get a specific beaver into a specific job is a bit tedious. Unless I'm missing another option to directly assign a beaver to a job (which I'm new so I might be....)
"Drag/organize Building Priorities for Beaver Occupations" (suggested by Tim on 2022-01-19), including upvotes (1) and comments (0), was merged into this suggestion.
All required description is in screenshot.
When pop gets big, and 2 dudes die of old age, all population is doomed, because i cant prioritise work slots
I think I saw this thread before and didn't comment, but I'd like to point out this is probably one of the biggest reasons I've put the game down and moved on until there are some more updates. I strongly urge you to consider a light patch on this near the top of your priority stack since the wider feature here doesn't seem to be a priority (as compared to other user stories). Other users have made good suggestions on a more full fledged system (which i would like to see), but just a minor tweak could address the main grievance in this thread where a drought kills some water pumpers and your mostly healthy society dies of thirst because no one backfilled the pump.The simplest version: just make sure your beavers will work water pumps and farms as a top priority when looking to fill a vacancy before checking other jobs. at least then one targeted pause guarantees a fix. This doesn't resolve everything here, but it seems like the smallest change that reduces the most tedium.
"Add prioritise production building.. All died of thirst, but WATER PUMT IS RIGHT THERE, text to them" (suggested by Elifas on 2022-01-20), including upvotes (1) and comments (0), was merged into this suggestion.
Seth Williams, I agree, I already pointed to devs that few of QoL things like this should put on top for coming patches, but I don't think it's matters that much if you introduce a fixed priorities for few buildings or a proper system with UI. Btw there is already a simple mod that addresses this issue on per-building basis.
Gin Fuyou, Yeah my solution doesn't solve the whole problem, or even close. I was just thinking the effort to add this priority system comes with full stack changes that has to be prioritized against all sorts of things. I also assumed the full approach might actually come with complexity in design since it has to co exist with a separate previously existing priority system. I was trying to think if there was a significantly smaller task that they could do rapidly (now) without interrupting their storyboard too badly, and then take their time addressing this feature request and balancing its impacts on their beaver decision algorithm properly. To me while prioritizing specific buildings is irksome, it only becomes 'I quit' levels of infuriating when its water/food and you have mass starvation/thirst deaths as a result of beavers inability to prioritize living over standing around idly waiting to grill some potatoes that will never come because the farm is abandoned.
I don't have read all the previous messages, so excuse if the following suggestion was already be done.To solve this major issue in the game, the solution could be to add a list in which players could move upward/downward each type of buildings.When a beaver die, the game will then try to fill the vacant jobs from the top of the list.This way, if the waper pump is set to the first place, when its worker die, even if there's no more unemployed beaver, one from the less important jobs will take the place.And players could also manage jobs priority accordng to their way of playing. ;)
Exponential death from thirst.
Freeing up other jobs for water pumps just throws the beavers into other irrelevant jobs and gets them killed anyway.
No one wants to pump water when everyone's thirsty?
My big colony dies because the beavers decided to stop pumping water.
Its too late by the time I've gone and paused all the other jobs.
Scenario: A beaver dies from thirst cutting logs, i pause the plank maker and the plank maker goes to the woodcutter station instead of the water pump.
Exponential death in games is boring and just makes me quit.
Maybe I'm just too fussy about it, but I spend a lot of time assigning newly grown and unemployed beavers to tasks, and then needing to un- and reassign them to something more important when another beaver dies.
I'd love it if double clicking the slot for worker assignation would give a low-priority option - fill this slot if there's an unemployed beaver, but send them to high-priority slot if one becomes available.
I feel it would save so much time and improve my employment of the game if I didn't feel like I had to micromanage the population and could instead focus on growth!
"Automatically prioritise open water pumps when there are multiple jobs open." (suggested by Ashton on 2022-01-22), including upvotes (1) and comments (0), was merged into this suggestion.
"Mark Worker Slots as "Only If Idle"" (suggested by RadCat on 2022-01-22), including upvotes (1) and comments (0), was merged into this suggestion.
Signed, first ever game, not a great experience. I noticed after the initial dry spell no-one was manning the water pumps, I had no idea how to prioritise the pumps, beavers die :( . Water, food should be non-negotiables unless there is plenty of stock.
Example situation: I have 10 available jobs, 8 adult beavers, and 1 child beaver. So two jobs are currently unfilled. (Let's say, Hauler and Water Pump Operator)
I would like a way to mark Water Pump Operator as a Priority Job, so that when the child beaver matures, he automatically goes to work at the Water Pump, and not as a Hauler.
I recognize that this can be managed manually by adding/disabling jobs (for this example, temporarily lowering the allowed number of haulers) but for a big beaver civilization it becomes a lot of micromanaging to balance all the different jobs.
Maybe you could just keep the red-green priorities system for construction after building completion, and use that to designate where beavers should prioritize working?
"Prioritize where new beavers choose to work" (suggested by Sar on 2022-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
It would be nice to set priority on buildings themselves, after they're built.
If a beaver has the choice to haul to two buildings, prefer the one with highest priority.
If there are open jobs and one beaver needs a job, prefer filling a position in the highest priority building.
If a beaver can haul *from* two buildings (for example bringing products from farm to warehouse), prefer emptying the building with highest priority.
"Priority for buildings regarding jobs" (suggested by Nirahiel on 2022-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
right now beavers take any job they can get, wich is nice but can also be insanely annoying when theres a deathwave.
so i suggest a job priority system, basicly the same as building priority just job related
when droughts come and wipe out all of your town the beavers who are left wander around instead of rebuilding taking on the most important tasks I.e farming, water pumps. you can survive but the AI is too dumb to thrive and it makes the game frustrating. why are they just wandering when they are starving? why can't we assign workers and priorities to the buildings needed most to come back from the brink of death?
"A job priority system" (suggested by Fierce on 2022-01-29), including upvotes (1) and comments (0), was merged into this suggestion.
"improve AI" (suggested by scott on 2022-01-29), including upvotes (1) and comments (0), was merged into this suggestion.
A wasnt able to assign worker to waterpump and everyone died :D When i noticed shotage of water, obviously later then i should I still have something like 12 beavers alive, but I wasnt able to prioritaze assign anyone to waterpump. I closed/stoped everything but clicking at pump warker place didnt let me put it there. It was terrible feeling knowing whats wrong but being unable to do anything about it even when this should be like most intuitive thing to do - easily assign workers or change theit assignment. So did I miss something ? Thanks for answer or patch.
This is an important one. If I'm off on another district and head back to find out the beavers need water, I have to pause tons of buildings before someone starts working the pumps. In Caesar (ultra old (perhaps original) city builder), you could pull up a menu and prioritize where labor was distributed.
Add in Priority buttons that you can hit when you are facing a drought wipeout that enables you to redirect all of the remaining beavers into survival employment mode. E.g. Water, Food. As it is a big pain trying to pausing every building or reducing the number of workers just to get one of them to pump water.
"Emergency Survival Buttons" (suggested by BH on 2022-01-31), including upvotes (1) and comments (0), was merged into this suggestion.
Having recently purchased this game, this is the #1 missing feature in my eyes. It's not very fun to see your civilization implode because all your beavers are stupid.Early in the game it's fair enough that you should pause some jobs manually, but later in the game it is unreasonably tedious to do manually.
I'm kinda lazy, and cant keep track of 400+ beavers.Instead of controlling individual beaver jobs, compromise?Like prioritize buildings with workers in the same way you prioritize buildings getting built that way the UI is familiar and easier to understand.That way I can click on a arrow in my water pump to make it so a beaver will always be there right down to the last beaver.Great game, thanks.
Having an easy way to prioritise different jobs (pumps, lumber camps, etc.) over others aka. filling the available work slots first. This could make disaster handling way smoother as your settlement won't thirst to death because that 85-year-old pump-beaver died and there were no unemployed beavers to step in.
Thank you for making a wonderful little gem of a game!
edit: Just now found a duplicate post...sorry mods!
"Prioritising Worker Distribution" (suggested by frokes on 2022-02-03), including upvotes (1) and comments (0), was merged into this suggestion.
Would love it if I was able to change workers jobs. I ran into an issue where after a drought, my water pump workers had died, and I wasn't able to move anyone to take over those jobs. So, everyone ended up dying of thirst because nobody was working in the water pumps.
If there was an option to micro manage my populations specific job, I think would be a great feature. During a tight pinch when I need to switch some workers over from one workforce to another, its annoying having to go to the beavers and pause their current work hoping that the roulette wheel will place them in the job that I need them to be in.
Either as a button that causes a work-site to be a high priority for beavers, or as a part of their behavioral programming, it should be possible to get beavers to do a specific job.
I really only think there are two main cases: food and water.
If the beavers are starving (more than one beaver starved to death that day or 20% or more need food), beavers should focus on open work slots that deal with food production.
A very similar test could be done to get beavers to focus on water pumps.
Or, much more easily, a check box on a building to tell beavers to make sure this building is staffed.
My entire civilization died because no one wanted to be a baker no matter how many other jobs I closed. I had too many buildings to block off all other options in time, so they just merrily laid down and perished with massive stacks of flour, logs in the bakery, and an empty seat. It's really agitating to watch and not be able to stop.
It would be nice to have a way to prioritize which jobs the beavers automatic work. Actively monitoring the working levels in each building and pausing buildings or temporarily changing levels works, but it would be nice to be able to tag water services as a top priority and know that even if population dips, those jobs will be filled first.
"Beaver Role Prioritization" (suggested by LittleBlueBud on 2022-02-06), including upvotes (1) and comments (0), was merged into this suggestion.
"Emergency Job Prioritization" (suggested by R. Smith on 2022-02-05), including upvotes (1) and comments (0), was merged into this suggestion.
"Assign Work, Give jobs Priority" (suggested by Trevor Trotto on 2022-02-05), including upvotes (1) and comments (0), was merged into this suggestion.
"Allow job changes" (suggested by HungryHippo on 2022-02-04), including upvotes (1) and comments (0), was merged into this suggestion.
Having the assign priorities that you can use for construction, work with jobs, Basically, have it where you can set the hauling post to a low priority, and the water pump to a high priority so when the beaver working the water pump dies instead of having to adjust the number of workers at the hauling post down, one automatically will leave the hauling post and move to the water pump, and when you have unemployed they move to the low priority jobs.Just saw the similar post >.<
"Better assigning system for workers" (suggested by J.R. on 2022-01-29), including upvotes (3) and comments (0), was merged into this suggestion.
In very large districts, there can be a lot of fluctuation in the number of available workers. Beavers die and grow up. Rivers and wind change which buildings are powered. It would be good if we could priorities where available workers will go. Water pumps and farms always need workers, but the printing press might be fine to stop working for a while.
It would also be nice to be able to automatically turn off or on buildings at the start of a season.
"Prioritize Worker Assignment" (suggested by neeedles on 2022-02-24), including upvotes (1) and comments (0), was merged into this suggestion.
Playing the beta or whatever, Job Priorities are amazing! It immediately makes me wish for per-season priorities, or at least an "only work here during a drought" type of toggle.
I have vacant jobs that are not being filled now that I have used Job priority. unless my building has at least an elevated priority unemployed beavers will not fill the job. (i have more beavers than jobs, so all jobs should be full. Building is unpaused)Update. I think its just a single bugged beaver that never wants to work.
New job priorities are amazing but i would love an option to set a minimum of workers in a building, for example: I want 4 max workers on the district, with priority low, but at least there must be 1 worker there
It should allow beavers to choose where to work first, and can use the mouse to batch select which priority work and which non-priority work 2
"autofill needed jobs" (suggested by KirkosV on 2022-03-15), including upvotes (1) and comments (0), was merged into this suggestion.
"Suggested priorities for building optimization" (suggested by ZZZ on 2022-03-15), including upvotes (1) and comments (0), was merged into this suggestion.
"Priory jobs" (suggested by Jake From State Farm on 2022-03-16), including upvotes (1) and comments (0), was merged into this suggestion.
Jobs priorities, here is what I have in mind for it.Having priorities tied to buildings rather than jobs.What IMO is needed ?- a numbered list representing priority, 1 being the top.- buildings could be given a priority number by the user. Could be given either by building type, either individually.- each district has its own priority list.UI :- top-right : a numbered priority could be selected just like the layer selector in the same area. This would highlight the buildings of the selected number and selected district.- bottom menu-bar : either as a new tab or into an existing one, a new button tool that allows us to to add/remove building from the selected priority number (see above), the use of a modifier key when clicking a building enables (de)selecting all buildings of that type.I think it would keep things clean, and less heavy for the CPU than individual beaver job priorities (Dwarf Fortress and alike), while remaining more flexible than just global job priorities.
Came online just for this threat. First of all, it is a really nice game and I enjoy it a lot! But it is a game about water shortages and building up for incoming desasters. Now everybody or everybeaver is happy we survived, want's to build up again. But there were losses. Meanwhile effing Tim sits in the saw mill and looks over to the empty water pump while getting thirstier by the minute. Jokes aside I really don't like to click every building on pause till the water pumps are on full capacity again. It feals like unessary "click work". Also it feels unreal: When all of you are thirsty and there are water pumps AND you are able to choose any career, you would choose the water pump over anything. Espacially over dying by drying.My fellow beavers here suggestet overseers or prioritising like with the build order. Great ideas. Or you could simply make pumping water the highest priority for those little fellas fighting drought (is this how you write it?)Thanks a lot!
Beaver #983, buildings priorities is already out in experimental branch, check it out!
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