House of Bureaucracy - a beaver solution to automation (administration)
As i played more and more with the iron teeth the more i realise just how much better would be if i could have some way to automate some of the things they do.
The "House of Bureaucracy" is my suggestion to this problem.
This is essentially a building where you employ beavers to do various tasks like accounting, managing and soo on. The building functions in a simple way, the more beavers you employ there the more efficient and varied the task they make can be.
For example here are some variants:
Management: If you put beavers here you can choose a building type and apply a rule to it.
- If X is higher/lower than [set amount] this building is ON/OFF.
- If previous is TRUE/FALSE than [set amount] workers from building A go to building B.
Accounting: Beavers in this position passively increase the efficiency of gathering, manufacturing or transporting aspects of selected beavers.
It first this theme of throwing more beavers at problems to fix 'em.
Comments: 12
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09 Mar, '22
Gin Fuyou SystemHighlighted comment
"Late-game building that offers administrative resources to the player (see details)" (suggested by Luiz on 2022-03-09), including upvotes (1) and comments (0), was merged into this suggestion. -
25 Dec, '21
Gin Fuyou AdminI accept this suggestion as building idea, but general automatization topic is this one: https://timberborn.featureupvote.com/suggestions/215198/beaver-automatorsif-this-then-thatraise-and-lower-dams-automatically-with-a-beav
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09 Mar, '22
Luiz MergedOffice Center
I suggest including a late-game building that employs beavers and consumes books in exchange for giving the player access to an advanced district management panel, that allows for the following:
1) Automatic opening/closing of the dam gates, when they reach levels chosen by the player;
2) Job Priority Management (allow the player to define where unemployed beavers will prefer to work);
3) Management of the maximum amount of each resource that can be stored in the district (today, the player needs to configure this amount in each storage. With this building, the player will be able to manage the inventory of the district as a whole). -
02 May, '22
Appesionist MergedThere should be administration Buildings (and Jobs) which are needed for some data. E.g. the new statistics are only viable, if you have a statistic building and there is at least one statistic Beaver per 100 population. This would lead to a need of making the over buildings more efficient. Also these administration Buildings may need a constant supply of science (for training of the beaver's) as in the late game there is absolutely no need for science anymore.
Also you could maybe have buildings lake a water dam guard, which controls the water level by opening and closing dams. -
02 May, '22
Gin Fuyou System"Adding of administration Buildings/Jobs" (suggested by Appesionist on 2022-05-02), including upvotes (1) and comments (0), was merged into this suggestion.
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26 May, '22
Glass MergedA simple late game automation where a central bever can controll multiple buildings to minimize the reliance on a hord of bevers
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26 May, '22
Gin Fuyou System"Manager bever" (suggested by Glass on 2022-05-26), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Jan, '24
Lucas MergedI think it would be nice to move the management menu to a building that shows all the production, storage and management buildings on the district and allow to control trough them trough it and then add logic functionality.
Features to add to that building for examplecould be to be able to create groups to manage as a whole, being able to put all water pumps on a group and be able to start/pause, reprioritize and such all at once. And logic functionality such as starting/stopping a group of pumps when a gauge gets to a certain number, or a group of scrap smelters to stop when a storage unit is full, etc. -
06 Feb, '24
Gin Fuyou System"District controls / Admin building" (suggested by <Hidden> on 2024-01-30), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jun, '24
Stockhause StefI would like two new "building", one early game and one late. The late one can be all the automation part the thread already talk about. Whereas the early building would take you from rudimentary knowledge (like berry storage "low" to "20 /100").
The data I am interested in "unlocking" (assuming it would be locked from start) is
-exact storage level
-birthrate (primarily for ironteeth)
-exact calendar/days to next fllod/drough
-consumption rate of water in tanks (global/city value)
-"beaver of the moth" a name plaque of the beaver who "achived" the most (carried most boxes, pressed the most paper, enjoyed the most amenities....)
-and more
Also, I see this building as an addon to the city center, maybe a second floor, and then a third for the advanced stuff later on.
Apart from fitting the theme, it would make the center more spectscular as the city progresses -
31 Jul, '24
GuiseOn top of this I would like to add a production screen that is unlocked with this building that allows you to see what is required, how much you're producing and over time