Night Shift
It should be possible to run 2 shifts of beavers in the same building to allow it to run 24/7. This is especially important for buildings that require horsepower, and/or pumps/farmers. Additionally, there should be some benefit for shorter work hours and a larger drawback for slavedriving your BEAVERS
Comments: 19
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18 Sep, '21
Gin Fuyou AdminI've edited title, please don't use all capitalized words without a reason.
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24 Sep, '21
Vicky LangstrumpfI think a kind of night shift would be great. It's a bit boring at night. Beavers who work at night have to sleep naturally throughout the day. Maybe you can give the beavers an energy drink. For this you need a pharmacy or an alchemist = D
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24 Sep, '21
Scott T SmithAgreed! Such as the scientists working a full day during the drought when everyone else needs to work less. Two shifts for wheel runners.
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25 Sep, '21
Lion-Ryemy beavers could sit on the carosell now
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03 Oct, '21
RevengeanceHow would they work in the dark?
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03 Oct, '21
Chameleon777I've thought about this one myself. I think having a single shift system though does make time management more important and the game more challenging.
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09 Oct, '21
NicoTo follow up on the original idea, if there were drawbacks for overworking and the ability to implement shift. We should be able to allow for more shifts like a triple 8 shift which would give 16 hours for beavers to do other things and enjoy life. With more automation, we could give even more time until who knows maybe everything is automated and a few beavers are needed to sustain the whole society.
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29 Oct, '21
Jimbo JamboSeems neat but imbalanced. This lets you squeeze 50% more utility out of your production buildings for basically nothing. Slap down some cheap, compact housing for more beavers and your existing mills and factories can run 'round the clock.
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31 Oct, '21
Yamabiibaa[quote]Seems neat but imbalanced. This lets you squeeze 50% more utility out of your production buildings for basically nothing. Slap down some cheap, compact housing for more beavers and your existing mills and factories can run 'round the clock.[/quote]
...more beavers which you have to provide food, water, and space for. It's not exactly a free meal. -
04 Dec, '21
Shmeegull_42 MergedMaybe have different shifts for certain jobs so some jobs can run around the clock, like planks, paper, gears, etc. But not the farmer, forester, gatherer, jobs as plants won't grow and light would be needed at night. (Although, street lights could be added later as well.)
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04 Dec, '21
Gin Fuyou Admin"Factory style jobs having multiple shifts. Day / Night / Overnight" (suggested by Shmeegull_42 on 2021-12-04), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Dec, '21
Benjamin SalisburyCould there be a night shift building, in the same way of the haulers building. That way you don't start with it and you are limited in how many you can have at any one time.
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07 Jan
Dr.BeaverShiftwork is a great idea, but balancing is tricky. It should come with, as in reality, a health malus for shift workering beavers and less efficiency of buildings in night shifts.
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27 Jan
JayI agree. I have this compulsive need to add as many lodges as I can fit, which leads to my beavers breeding to fill the houses, and then I suddenly have too many beavers with nothing for them to do! I would love to have my beavers all working and have different shifts and stuff. Even if it wasn't a night shift but just having all my beavers work half of the day or something so they have more time for leisure during the day or something, I'd be happy.
But right now, I have a colony where literally half of my adult beavers don't have jobs, and that's with a good portion of them working jobs that barely do anything such as lumberjacks in areas with the trees already depleted and such. With how many extra I have, I could literally double either my production or their leisure levels, depending on how it works, but instead they're just sitting there useless!
I'd even take daily shifts, where each beaver works every other day and then trades off with a different beaver. Just something! -
28 Jan
cjslimemaybe if this is too much have it so you can change working time for each district like this one I need to work 24 hours because we are long on water but this one I don't
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01 Feb
Jexadoxperhaps an option to add a shift and change the work start time, and a slider to control how much of the population is in that shift. i really like this idea cuz i morn the loss of the waterwheels at night. the beavers that end up working all night and sleeping all day should be much more prone to exhaustion and require more sleep. having worked overnights it always made it very hard to sleep. but then i know ppl who excel that way- so id love to then see a faction that has a bonus for night shift or at least no debuff. i dnt think id' make it IT or FT tho. tho that could be the secret to FT 's scientific excellence.
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20 Feb
Mark TaylorI actually just had this same idea last night myself, because if you use hamster-wheels to power everything, then you don't get power to things like the Mud-baths, when you are likely to use them the most. Sure its sad for the Beavers who don't get to go to the parties, but someone has to be the bartender.
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18 Apr
Lord YanaekUpvoted as i just wanted to suggest double shifts when you have enough beavers and use 12-h shifts or shorter.
Due to the fact that it would significantly increase the colony's efficiency, it might be gated behind some advanced building like a "town clock" or something like that, requiring a large amount of resources and advanced materials. -
22 Apr
RayneWhile the level design of the map may no longer work because of the change in game balance, the shift system brings new jobs.
Service jobs. They will be tasked with providing services to off-duty beavers.
Well, they are like beavers working on power wheels for mud baths. That's cool.