Life spans and education for settlers
It's a bit unrealistic that settlers are ready to work when born and never die. I think adding a life cycle would be a fun challenge -- children are born (and take up space and food), and get educated as they grow. The player could set the age they want children to start working -- the later the age, the more educated and productive they are. The player could also set the retirement age -- earlier retirement provides more unity, but also unproductive citizens taking up housing and resources. Life span is determined by the availability of medical care and food variety. Settlers attracted by the beacon and transferred from settlements are adult but uneducated (so you can still address work force shortages). This would force the player to plan ahead for expansion.
Comments: 8
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24 Jul, '22
Yandersen MergedProvides education service for citizen for extra unity if supplied with goods. Consumes lab equipment. Just like the Clinic, depending on tier of the lab eq. supplied, it gives different levels of unity discount bonuses making edicts cheaper (-5%,-10%,-15% edict cost) as well as research speed bonus.
As an optional suggestion, it may have two levels (like food market): basic one can accept lab equipment I and II and require maintenance I to run; advanced version goes for lab eq. II and III and requires maintenance II and computations to run. -
31 Jul, '22
Peter34 MergedThat sounds more like a college, as opposed to a university which also does research... But it's a good idea. I think the college should also consume a caffeinated beverage, either Coffee or Cola, for added realism.
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12 Aug, '22
JoCKeRILgod please no... there is enough to mess with and this is not workers and resources - go play like that there, please and thank you
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04 Sep, '22
reeper_aut Mergedhttps://ideas.captain-of-industry.com/suggestions/319776/life-spans-and-education-for-settlers
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07 Sep, '22
Captain Zuff Admin"University attachment for settlement" (suggested by Yandersen on 2022-07-24), including upvotes (5) and comments (2), was merged into this suggestion.
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03 Apr, '23
BladeSe7enI am all for education as a unity boost module for the settlements. But as far as lifespans go, no thank you. There are already a ton of ways to kill off your population with starvation and disease.
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03 Apr, '23
BladeSe7enHowever, the education system could be expanded beyond the simple settlement module. Similar to how labs work, you could have multiple tiered schooling levels such as no education, basic education, associates degree, bachelor's degree, masters degree, and doctorate degree. Then you could utilize your populations education level in one of two ways. Either each education level can be required for each building based on the buildings required tech and refinement level. For instance, the 140 workers at the Rocket Assembly Depot would all require doctorate degrees while the four workers in the Manual Assembly dont require education. The other option could be simuliar to the Statue of Maintenance, as long as you keep providing the school with various education supplies, each education level will provide a small boost to all of your buildings yields.
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19 Jul, '23
Jason WalthallI really like the ideas expressed here about several tiers of education. Each could be a settlement building:
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> Primary schools consume paper (and maybe household goods for desks?)
> Secondary schools consume lab equipment I and paper
> Colleges consume lab equipment II and consumer electronics
I think this enhancement would make maintaining good relations with settlements and importing population from them a key part of the game. (It's kind of under-utilized now, IMO.) If you run into a manpower shortage, you wouldn't just be able to wait for your population to grow -- you'd need to import adult workers from elsewhere.
I also really like BladeSe7en's ideas about different buildings requiring population of certain levels.