Add a way to increase the worker cap as a meaningful decision rather than a free upgrade.
Proposed direction:
- Base workers remain 2.
- Hut or upgraded housing increases max workers.
- Each extra worker adds ongoing food pressure.
- If food is low, extra workers slow down, pause, or prioritize food rather than causing harsh failure.
Keep this as a soft idle-sim tradeoff, not a survival spiral.
Possible model:
- Worker cap = base workers + housing bonus.
- Each worker consumes or reserves food periodically.
- Adding a worker improves throughput but increases food upkeep.
Acceptance Criteria
- Define worker cap rules.
- Define food upkeep rules.
- Add a clear player-facing decision to recruit/add a worker.
- Prevent adding workers when the colony cannot support them, or warn the player clearly.
- Add tests for cap calculation, recruiting, food upkeep, and low-food behavior.
Note: Worker/task reservation bugs should be fixed before worker cap/upkeep implementation if still unresolved, because worker scaling will amplify duplicated task/haul behavior.
Add a way to increase the worker cap as a meaningful decision rather than a free upgrade.
Proposed direction:
Keep this as a soft idle-sim tradeoff, not a survival spiral.
Possible model:
Acceptance Criteria
Note: Worker/task reservation bugs should be fixed before worker cap/upkeep implementation if still unresolved, because worker scaling will amplify duplicated task/haul behavior.