| pixnaps |
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Joined: 2010-01-19 23:14:30
Posts: 10 |
It would be very helpful to have an 'eject' option in various places. Three examples: (1) I have wheat stocked up in the brewery (not being used since the economy doesn't need beer), when I need it more at the bakery, so I 'eject' the stockpiled wheat out of the brewery. Workers then go and take it where it is more needed. (2) A poor road system got jammed up as multiple flags reach max capacity of stores. Rather than having to destroy the flag and rebuild, an 'eject' option here would simply make the wares disappear. (3) Most importantly: suppose I have a master miner in a simple coal mine, when I need him over in a deep mine. (Or, a master blacksmith in a metal works when I need him to go fill in the War Mill vacancy.) Rather than destroy + rebuild, I simply 'eject' the overqualified worker. He goes where he's more needed, and a new unskilled worker eventually replaces him in the simple building. |
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and the osses part is really good.
And there are still bugs in the economy code.