Efficiency Research (Repeatable End-Game Science)
Once all of the buildings have been unlocked using science points there is no use for the inventor building. I suggest that there should be production, movement, and carry efficiency increases that can be researched.
Rather than a hard limit, there should be a percentage efficiency increase (maybe 10% each research level), with the research cost increasing exponentially. That way players can continue to struggle through the current world that they love, rather than unlocking everything.
Comments: 22
-
19 Sep, '21
Spookyjonson MergedAllow for passive unlocks under the Science Tab; could be something as small as +1 additional gatherer per post/ per lumberjack camp, +1 additional farming job slot. Could allow for % based efficiency upgrades, not for research but farming, hauling, etc.
I'm aware the beavers get buffed through fulfilling the well-being category and they have stat increases through there but passive research bonuses could fill in the gap of increasing productivity or resource gathering/generation without needing to build more buildings.
Great game! -
19 Sep, '21
philipov MergedPlease add other ways to use inventors after all techs have been researched.
-
19 Sep, '21
Jcheung Mergedyes, something like this would be great when you've unlocked all the buildings!
-
20 Sep, '21
CodexCreep MergedCurrently your inventor huts are needed early on, but as you advance, once you’ve unlocked the options, this is now a dead resource and we’re left either accumulating more science that has no use or removing our inventors huts to give space for useful buildings. It’s be nice for science resources to still have a use besides unlocks for later game play.
-
20 Sep, '21
Yonish Admin"Use for science resource after you’ve unlocked everything" (suggested by CodexCreep on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
-
20 Sep, '21
Yonish Admin"Other uses for Inventors" (suggested by philipov on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
-
21 Sep, '21
moiseswhat about turning inventors into management?, make efficiency bonuses be something that consumes research constantly to be active
-
22 Sep, '21
FuryoftheStars"what about turning inventors into management?, make efficiency bonuses be something that consumes research constantly to be active"
Yes! -
23 Sep, '21
Nikachu92I was sorta hoping there'd be a tech tree of sorts for the game. Maybe have different tiers of research as well.
-
24 Sep, '21
David C BollingerI agree on the management thing. Maybe instead of having something that consumes science for increased efficiency, though, you could have a setting in the inventor to switch it from providing science to providing a work boost, or even better, to expanding the limits of its district. I keep running into the district limits, but I really don't want to set up another one.
-
29 Sep, '21
Seizan MergedAwesome! I would love technologies that give you some instant bonus. Currently science can only be used to unlock buildings and it's very one sided and a bit boring.
Here some suggestions for unlockable technologies:
- improved stacking: increase storage limit by 10%
- advanced weather forecast: drought warning 1 day earlier
- food rations: food efficiency +10% (eating fills more of the hunger bar)
- footwear: +10% speed for beavers
- mattresses: sleeping is 10% more efficient -
29 Sep, '21
SadZer0 Mergedin the same idea, i was thinking about a building that consumes science points and some late supplies to "improve" them (like an advanced library that would consume science point & books to create more efficient books)
-
30 Sep, '21
Will MergedI think the game definitely needs something else to really push it over the top and thought a research tree could definitely help for mid to end game.
-
14 Oct, '21
Gin Fuyou Admin"Expanded research mechanic / category" (suggested by Spookyjonson on 2021-09-19), including upvotes (10) and comments (4), was merged into this suggestion.
-
14 Oct, '21
Gin Fuyou AdminI've did a merge with more popular suggestion, edited title for better navigation
-
17 Oct, '21
JohnyDLconsumable science too, books could take science to make (or books with science to make give better knowledge to beavers)
-
19 Nov, '21
ChudhagasSince books are already a late-game resource, inventors could have a secondary mode that instead of providing science consumes it, as well as books, becoming a sort of "printing press".
Each printing press gives the player two/three options between different "programs". Each program gives a specific boost:
- Romance: small boost to fertility
- Fitness: increases running/carrying speed
- Lifestyle: reduces leisure satisfaction decay, allowing beavers to work longer without breaks
Etc.
The chosen program lasts for a week or so and at the end a new random selection becomes available. The boost is passively applied to all beavers in the district so long as the printing press has science and books to consume.
Now that I've typed this out I think this would work much better as a new unlockable building, maybe a second science building, requiring all advanced materials and employing 4-6 beavers. -
25 Nov, '21
Julian MergedEnd game SPs collect with no mechanic to keep their generation relevant. While this suggestion doesn't solve this issue in perpetuity, it might help greatly expand the lifespans of inventor huts: All buildings can be levelled up seperately.
Example, Folktail hut starts at lvl 1 with 3 dwellers to start. For lvl 2, 100 science points, upgrades it to 4 dwellers. Level 3 for 150 SP caps the hut at 5 dwellers. This would not apply to all huts of a kind, just the specific hut you selected. More examples: Large Water Tank: Lvl 1, 300 storage, Lvl 2, 350. Lvl 3, 400. Lumber Mills / Production Buildings: 5% increase to production speed each level. Small Storage: 200, 300, 400 capacity. Large storage: 1000, 1250, 1500. Power production: More max power output capacity. ETC. As the city expands, there'll always be more demand for science. Not even necessary to implement graphic upgrades at first but when the time and budget permits, will make for an exponentially more visually interesting city. -
28 Nov, '21
Gin Fuyou Admin"Granular Science Point (SP) Sink" (suggested by Julian on 2021-11-25), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 Dec, '21
GauronI agree, i just wanted to suggest something similar like all buildings gaining various upgrades which you can spend the research points on later.
It doesnt need to be something "unrealistic" like somehow doubling the size of your water tanks but stuff like unlocking hidden building types, more worker efficiency, advanced weather notifications and soo on. -
28 Jan, '23
Megz MergedSince science becomes pointless once you've unlocked everything we should introduce libraries, laboratories and training centres. Libraries would give a buff that boosts productivity in things like lumber yards and farms, labs would boost production in high tech like bot production or reduce build costs, training centres would buff builders and haulers. Could also have things like cartographers which extend district ranges as long as they have science, museums giving a passive amount of well being, schools which speed up child growth and so on. These would all require various amounts of science per turn (or could have switchable tiers using more science for a bigger/larger buff) so you need to balance consumption.
-
10 Mar, '23
Gin Fuyou Admin"Science: buildings that turn science in boosts/buffs etc" (suggested by Megz on 2023-01-28), including upvotes (1) and comments (0), was merged into this suggestion.