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The immigration options just became much better

Discussion in 'Clockwork Empires General' started by mailersmate, Jun 24, 2015.

  1. mailersmate

    mailersmate Member

    Can I just say that the new r40 immigration options are a much more interesting decision now that I cannot just auto pilot to the overseer option now :)
     
  2. MOOMANiBE

    MOOMANiBE Ah, those were the days. Staff Member

    Thanks! :D I've been in charge of a lot of the immigration rework stuff. Do you find yourself using the "more/less people" options? (There's still work to be done on immigration, but I wanna know how people are finding the current choices)
     
    Trifler likes this.
  3. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    I used "less" once, but I am probably not a good example... I have a bad habit of hoarding things that I think "may" become more important later... in this case, prestige.
     
  4. mailersmate

    mailersmate Member

    Given that I think the best way (currently) to build a stable colony is to have overwhelming numbers of middle class overseers rather than large numbers of labourers, having the option to recruit unlimited overseers taken away makes the remaining choices very finely balanced and forces me to cope with more competing construction demands down the line, which makes the mid game more interesting to me.

    I have been choosing the more people option at the moment in order to preserve prestige for the main prestige bonuses (like getting a naturalist (the one that isn't related to hippies), which in the early game is pretty valuable. I've not played a long game yet in r40, but I would think that as basic survival becomes less important telling the unimportant class to bugger off would become more and more attractive.
     
  5. Trifler

    Trifler Member

    I use the less people options a great deal, as I prefer to keep my population small until I can get all the way down the production tree. Even then, I probably will have fewer people than the average.
     
  6. Wolg

    Wolg Member

    I don't know... My prestige choice only varies between artisan, criminals and redcoats depending on workcrews vs workshops counts & how many hostile bandits are nearby. But for migrants, it's always the usual, non-prestige-costing option. Previously it was the prestige granting option of three randoms, less for the prestige and more the population count.

    Basically the way I play aims to expand the population as rapidly as possible, but only explicitly expand the military when necessary. More overseers does increase the number of tasks that can be performed at once, but more lower class plebs allows parallelisable workshop tasks, farming, etc to get higher throughput. (I am yet to run into problems with food with this approach since the farming rebalance...)
     
  7. PeterH

    PeterH Member

    I'm with Wolg here: I will not choose anything there that will cost me prestige, because I will NEED that prestige if things go haywire (to get more soldiers, another naturalist, another overseer - materials and food hardly come into it.

    So for my play-style the rework makes the whole thing completely pointless: there is only one sensible choice and that is "send me the usual amount of people". Those other two options might as well not be there. I liked it much better before. At least there were viable choices.
     
  8. PeterH

    PeterH Member

    Never. They are not viable choices in my book.
     
  9. Same here as with Wolg. I never spend the prestige unless I have to do so. I always choose ' send me the usual amount' option.