Expand description
The work economy: jobs and professions, construction and demolition, production recipes, stock and storage, building controls, trackers and roads.
Modules§
- construction
- Construction sites: the building state machine (StateMachineComponent with the ClearArea,
WorkPlace, Build and Residence controllers) and the construction works (
GatherRawMaterials,BuildStructure). See docs/JOBS.md. - control
- The buildings’ window buttons (ControlUI): a ControlUIConfig names a component (its type id) and a control; the button shows the component’s slot (bit 0 enabled, bit 1 on) and a click calls its slot. See docs/BUILDING-WINDOWS.md.
- destroy
- Demolition, damage and rubble: DestroyComponent. See docs/JOBS.md “Demolition”.
- jobs
- The job manager (
Game). See docs/JOBS.md. - produce
- Workplace production: ResourceProduceComponent’s states and the
ConsumeProducework of ConsumeProduceComponent: the wood cutter, blacksmith, tailor, tavern, quarry and mine. See docs/JOBS.md “Production”. - professions
- Professions (
Game), workplaces (WorkPlaceComponent, the town manager’s workplace registryGame →) and who takes a job when the player changes a profession’s count. See docs/JOBS.md. - road
- Roads: planning a road’s cells, BuildRoad, CompleteRoad and taking a planned road back. See docs/ROADS.md.
- stock
- StorageComponent ledgers and town storage search (
Game). See docs/CITIZEN-AI.md and docs/RESOURCE-PRODUCTION-FLOW.md. - tracker
- What the town makes and uses: the stock manager’s counters for each slot (used and made since the last sample) and each workplace’s tracker (what it made this year and last). See docs/TOWN-INFO.md.