Setting Limits to Desired Recruits and Colonists
Posted: Sat Aug 05, 2023 1:16 am
There should be an ability to set a limit of maximum recruits and colonists to have on standby for your empire. As it is now, you set recruit and colonist limits per turn per city. This can lead to having too few or way too many recruits and/or colonists on any given turn. My suggestion is to keep this system but to add the ability to call your secretary and set maximum limits to your recruit and colonist pools. Say you set your maximum recruits to 10k. Now your cities will continue to recruit to that number and stop if it is reached.
Say you have ten regular cities each recruiting 1000 population per turn (the numbers here are simplified). With maximum recruitment set to 10k, and if you didn't deploy any new formations or raise any reinforcements, then each city would recruit 1000 population for one turn and then stop because you had reached your limit of 10k recruits. Then, if you start deploying formations and/or raising reinforcements, your cities would start recruiting again according to their individual zone orders and starting from the most populous city. They would continue recruiting in this way until the recruit limit was reached again. The same could be done for colonists.
This way you wouldn't need to call multiple governors to reduce recruit and colonist targets across all of your cities only to call them again in a few turns to boost them again. As it is now, it takes lots of PP and is micro-intensive, and it is difficult to not have a shortage or surplus of recruits and/or colonists. This system is already in place for workers by default, albeit in a different way, because by default governors will hire workers if there is a shortage and fire them if there is a surplus. There should be a way to set your desired number of maximum recruits and colonists in one step (as in calling your secretary. This would also have the added benefit of making your secretary more useful by giving them another task to perform).
Say you have ten regular cities each recruiting 1000 population per turn (the numbers here are simplified). With maximum recruitment set to 10k, and if you didn't deploy any new formations or raise any reinforcements, then each city would recruit 1000 population for one turn and then stop because you had reached your limit of 10k recruits. Then, if you start deploying formations and/or raising reinforcements, your cities would start recruiting again according to their individual zone orders and starting from the most populous city. They would continue recruiting in this way until the recruit limit was reached again. The same could be done for colonists.
This way you wouldn't need to call multiple governors to reduce recruit and colonist targets across all of your cities only to call them again in a few turns to boost them again. As it is now, it takes lots of PP and is micro-intensive, and it is difficult to not have a shortage or surplus of recruits and/or colonists. This system is already in place for workers by default, albeit in a different way, because by default governors will hire workers if there is a shortage and fire them if there is a surplus. There should be a way to set your desired number of maximum recruits and colonists in one step (as in calling your secretary. This would also have the added benefit of making your secretary more useful by giving them another task to perform).