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Beer Factory Managers #104

Description

@wol-soft

Beer Factory Managers can be used to increase the production of Beer Factory factories and factory extensions. Managers consume food of a specific level to perform their work. The basic food is produced by new factories. Higher level food can be produced in a new factory, the restaurant.

Additional factories (separated in the factory view)

  • Crop field -> produces crops
    • factory extension: Bakery -> produces bread
  • Orchard -> produces fruits
    • factory extension: Grandma's House -> produces jam
  • Greenhouse -> produces vegetables
    • factory extension: garden shed -> produces mixed salad
  • Fisherman's Hut -> produces fish
    • factory extension: Smokehouse -> produces smoked fish
  • Cattle farm -> produces meat
    • factory extension: Slaughterhouse -> produces steak
  • Restaurant

Concept

Food production via new factories

  • Each food creating factory produces a Level I food
    • Unlocked at
      • Crop field: 10 academies (together with the general availability of managers and the academy training factory extension)
      • Orchard: 5 Crop Fields
      • Greenhouse: 5 Orchards
      • Fisherman: 5 Greenhouses
      • Cattle Farm: 5 Fisherman's Hut
  • The factory extensions produce Level II food
    • One level II food produced with a factory extension consumes 3 base foods
    • Factory extensions unlock after owning 5 of the corresponding factories
  • Each food creating factory has an "Distillery"-Upgrade which unlocks an additional Beer Blender Bar ingredient. The distillery upgrade unlocks after owning 10 of the corresponding factories.

Food production via the Restaurant

The restaurant is required to craft food > Level II

  • The amount of constructed restaurants increases the amount of meals which can be produced in a single iteration
  • The player can create meals
    • A single meal contains base foods from which it is cooked
    • Define a cooking amount (the sum of all cooking amounts must not exceed the total meal limit)
    • The sum of the base food level defines the resulting food level (eg. a recipe from Bread, Fruits and a Fish will result in a level IV food)
    • Each base food can be used only once per meal (so no recipe like Fruits, Fruits, Fish; but Fruits, Jam, Fish is possible)
    • Meals can be named
    • Each cooked meal consumes 1 base food of each base food used in the recipe
  • Upgrades of the restaurant
    • increase the amount of base foods which can be used in a single meal
    • increase the amount of different meals which can be defined

Basic manager functionality

  • Each factory can be boosted by multiple managers
  • Managers can be hired. After hiring a new manager the manager will be trained at the academy
    • project based education of managers via a new factory extension at the academy
      • Only one manager at a time can be trained
      • Multiple managers can be queued for training
      • Queue Management: Rearrange order/remove managers
      • TODO: should it be possible to proxy the extension to parallelize the trainings?
    • consumes knowledge
    • while a manager waits for his training/is trained he's inactive
  • Managers have different skills/efficiencies based on their level
    • The level defines which food the manager consumes
    • If the manager doesn't get food of his level (or a higher level) he's inactive
      • He will consume food of a lower level to avoid starving
      • If the manager is inactive for X iterations he will level down
  • Each manager starts at level I and must be upgraded individually
    • Upgrades are only available if enough food of the next level is produced (food of an even higher level may be consumed, eg. a manager which is upgraded from level II to level III may consume a level IV meal from the restaurant)
    • Upgrades require an additional education training in the academy
      • training cost (amount of required knowledge) increases with the level
      • during a training the manager is inactive
      • while a manager waits for his training he's still active
  • Managers can be named

Effects of managers

  • Managers for Lumberjack, Quarry, ... boost the production of the factory
    • Higher levels increase the boost or additionally boost also the factory extensions
    • Managers may also be applied to a single factory extension boosting the production of the extension
      • Two ways of boosting the production:
        • Increase produced amount (for direct production, eg. Charcoal)
        • Reduce the amount of required materials for a single production step (for project production, eg. Base Plates)
  • Managers for Storage Places extend the storage capacity
    • Higher levels either increase the general storage capacity or the factory extension storage capacity
  • Managers for Transport Systems increase the transport capacity
  • Managers for Worker Lodges increase the production and transport capacity multiplier
  • Managers for Builder Yards increase the price reduction multipliers
  • Managers for Trading Posts increase the amount of tradable items
  • Managers for Back Rooms increase the influence of Lobbyists
    • Display the influence of lobbyists in the Back Room details
  • Managers for Restaurants increase the amount of meals which can be produced in a single iteration
  • Queue Control and Engineers can't be affected by managers

Additional UI change:

Split current materials view

  • Base materials
  • Crafted materials
  • Food

Each section shall be collapsible

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