Wednesday, November 06, 2024

Proposal: The Sims - Genetic Engineer Expansion

Timed out 1 vote to 2 with an Imperial DEF. Failed by Kevan.

Adminned at 08 Nov 2024 16:43:04 UTC

Add a new rule named “Needs” with the following text:

Each Genetic Engineer has a publicly-tracked number named “Needs” which defaults to 0.

In the rule “Synthesis”, in the Synthesize atomic action insert the following steps just before the step “For each Genetic Engineer with a Status of Injured who is in the Medlab, set their Status to Healthy”:

* For each Genetic Engineer who has a Needs greater than 5, set their Status to Injured.
* For each Genetic Engineer, if they are in the Kitchen or Restrooms, set their Needs to 0, otherwise add 1 to their Needs.

We have a perfectly good Kitchen and Restrooms that don’t currently have a purpose. We also could use more incentives to not camp out in the Computer Room forever.

Comments

Kevan: he/him

06-11-2024 16:16:51 UTC

It’s there in the latest version of the map image, and it’s showing up in the ruleset for me. Try shift-reloading the ruleset page if you’re not seeing it?

JonathanDark: he/him

06-11-2024 16:17:52 UTC

Whoops! Ok, then I’m going to retool this entire proposal to be something else.

JonathanDark: he/him

06-11-2024 16:18:03 UTC

I see it now that I did the shift-reset

Kevan: he/him

07-11-2024 08:52:07 UTC

against Would rather just weaken the existing incentive than add busywork to counteract it.

Lukas:

07-11-2024 14:29:18 UTC

imperial

Darknight: he/him

08-11-2024 11:41:32 UTC

against