Follow TV Tropes

Following

Discussion Main / StalkedByTheBell

Go To

You will be notified by PM when someone responds to your discussion
Type the word in the image. This goes away if you get known.
If you can't read this one, hit reload for the page.
The next one might be easier to see.
SeptimusHeap MOD (Edited uphill both ways)
Mar 22nd 2021 at 8:59:52 AM •••

Linking to a past Trope Repair Shop thread that dealt with this page: vs. TimedMission, started by Stratadrake on Jun 22nd 2011 at 10:06:24 PM

"For a successful technology, reality must take precedence over public relations, for Nature cannot be fooled." - Richard Feynman
johnnye Since: Jan, 2001
Jun 19th 2017 at 4:36:28 PM •••

"Pharaoh: If you take too many years to complete a mission, the population stays as it is, but the actual workforce decreases. But you still have to feed the people, run the industries, prevent the buildings from collapsing or catching fire, please the gods, train armies, build monuments; and if the missing workers get to 3 digits, that's grave trouble. Of course, you can always add more housing and bring more workers... but you will need even more resources to take care of them as well, and space may be a problem. Of course, that's unless you prepare the layout for future expansions from the begining, and the new houses when the workforce reduces are All According to Plan (the genre is not called "strategy" for naught)"

Can anyone confirm that this is actually a punishment for taking too long and not just... the way the late game is meant to play out? Highly advanced dwellings promote their working residents to idle, resource-gobbling aristocrats, which results in precisely the workforce-juggling mechanic described here. I can't find any references in strategy guides to the game getting harder as a result of you merely taking too long, outside of the missions which explicitly have time limits.

Edited by johnnye
Top