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Steam News7 May 20242y ago

So your workers are now on strike. What can you do about that?

With Labour Day having been celebrated a few days ago, I thought that this time I would go into some details about one of my favourite mechanics in the game: Worker Strikes.

Full notes

Full Times of Progress update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition4 changes0 removals
  • Events
  • Balance
  • Gameplay
  • Compatibility
changedOnce the conditions are met, the Strike starts, which means that Production stops at the affected building and you get notified in the Events panel.
changedYou can send the Police to force them back to work (you save on the extra rations, but they'll get a productivity debuff).
changedAn upgrade allows you to choose to let them Unionise (per building type). This means that Workers will have a permanent efficiency boost, but will consume more.
changedSome Workers never go on Strike , for example those in Infirmaries and Hospitals , but instead their Health decreases more quickly when they skip meals.
addedAs a development update: I am currently busy working on the UI and some game mechanics. To get to the closed beta I still need to wrap up what I am doing and move onto polishing, making the UI look good and adding sounds and soundtrack. Progress is steady, but there's a lot to do! I will keep you posted as always.

Times of Progress changes

changedOnce the conditions are met, the Strike starts, which means that Production stops at the affected building and you get notified in the Events panel.
changedYou can send the Police to force them back to work (you save on the extra rations, but they'll get a productivity debuff).
changedAn upgrade allows you to choose to let them Unionise (per building type). This means that Workers will have a permanent efficiency boost, but will consume more.
changedSome Workers never go on Strike , for example those in Infirmaries and Hospitals , but instead their Health decreases more quickly when they skip meals.
addedAs a development update: I am currently busy working on the UI and some game mechanics. To get to the closed beta I still need to wrap up what I am doing and move onto polishing, making the UI look good and adding sounds and soundtrack. Progress is steady, but there's a lot to do! I will keep you posted as always.

With Labour Day having been celebrated a few days ago, I thought that this time I would go into some details about one of my favourite mechanics in the game: Worker Strikes.

Strikes are one of the Issues that can happen in Times of Progress, along with Crime, Emigration, Prison Evasion and others.

To trigger them, a certain percentage of the Workers in a specific place of work needs to not have received "payment" (in the form of Food) for a few consecutive weeks. The thresholds are variable, based on upgrades and debuffs, but they are deterministic, there's no RNG involved.

Once the conditions are met, the Strike starts, which means that Production stops at the affected building and you get notified in the Events panel.

What can you do about Strikes, you ask? Well, once they happen you can choose between:

  • You can meet the demands of the Workers (get a one-off extra Food portion, plus they'll consume slightly more going forward but they'll go back immediately to work).

  • You can send the Police to force them back to work (you save on the extra rations, but they'll get a productivity debuff).

But there are also other mechanics that influence Strikes:

  • An upgrade allows you to choose to let them Unionise (per building type). This means that Workers will have a permanent efficiency boost, but will consume more.

  • University educated workers are slightly more likely to go on Strike (but they have other benefits from being highly educated).

  • Some Workers never go on Strike, for example those in Infirmaries and Hospitals, but instead their Health decreases more quickly when they skip meals.

As a development update: I am currently busy working on the UI and some game mechanics. To get to the closed beta I still need to wrap up what I am doing and move onto polishing, making the UI look good and adding sounds and soundtrack. Progress is steady, but there's a lot to do! I will keep you posted as always.

If you want to stay in touch or have questions you can find me here:

Source

Steam News / 7 May 2024

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