one problem I could see is that people could create Alt or spam accounts to fill up worker slots I recommend something like Every couple of hours workers must click a button to collect wage and Continue working And if they don't collect Their wage they stop contributing to the active manufacture of so said product. Another idea is to make items relate this would work well with the stock idea So:
Iron Mine ---- Steel Smeltery------ Tool Workshop(Tools)
Lumber Camp----- Sawmill----- Wood Workshop(Barrels)
Keep in mine these are not upgrades but separate Building So: Lumber Camp--- Lumber Lodge--- Lumber (Town??? Laser??? I really don't know)
Then interlock professions
So:
Grape Vineyard----- Winery(Needs Barrels and tools)
Tavern(Needs Wine and food)
So if you interlock everything in a tree everything will interact and it will seem like a real economy So Ex: "Oh no the Winery doesn't have enough Barrels!(Opens woodshop)" Then "More woodshops OMG(Opens Lumber Camp)" And so on but it will be like a complex rock paper scissors game of needs like those old Charts in science class about Energy transfer. However their cant be a "King of the ecosystem" in this everything will need something and everything will produce something. HOWEVER the worker system MAY need to be able to have workers work multiple shifts at different places with the Small player base. I agree this does need "refining" but we have the "Tools" to do it. I just had to do it! Thanks for reading, Sunman
EDIT 1: I forgot to put a important note!
Iron Mine ---- Steel Smeltery------ Tool Workshop(Tools)
Lumber Camp----- Sawmill----- Wood Workshop(Barrels)
Keep in mine these are not upgrades but separate Building So: Lumber Camp--- Lumber Lodge--- Lumber (Town??? Laser??? I really don't know)
Then interlock professions
So:
Grape Vineyard----- Winery(Needs Barrels and tools)
Tavern(Needs Wine and food)
So if you interlock everything in a tree everything will interact and it will seem like a real economy So Ex: "Oh no the Winery doesn't have enough Barrels!(Opens woodshop)" Then "More woodshops OMG(Opens Lumber Camp)" And so on but it will be like a complex rock paper scissors game of needs like those old Charts in science class about Energy transfer. However their cant be a "King of the ecosystem" in this everything will need something and everything will produce something. HOWEVER the worker system MAY need to be able to have workers work multiple shifts at different places with the Small player base. I agree this does need "refining" but we have the "Tools" to do it. I just had to do it! Thanks for reading, Sunman
EDIT 1: I forgot to put a important note!
10/25/22 - Worm Bane