In theory, factory workers can always be "potato people", no matter how advanced the factory is.
This means you don’t have to provide the workers with any food other than potatoes. Consequently, various unlocks and upgrades are either unnecessary or not required to progress further in the game.
Think of vitamins, meat, eggs, machines, fertiliser, and so on.
My proposal is to create several worker classes, each corresponding to a specific type of factory, and each requiring a particular type of worker. These workers would have their own specific requirements for remaining in the colony.
This would also oblige you to build and maintain these specific unlocks and upgrades.
Examples of worker types could include:
- Labourer
- Operator
- Technician
- Engineer
A higher-tier worker can always perform the work of a lower tier. Perhaps doing this would save on maintenance costs.
The worker types are linked to the housing tiers.
Worker classes
I would not go with food requirments, but rather some schools? But this game was not trying to be about people management, i likes how they are treated as a simple resource.
It doesn’t have to turn into a people management game either. But there’s so much in the game aimed at keeping people happy; however, it’s all optional at the moment. You can get quite far in the game with Tier 1 housing, provided you build enough of it.
That’s why I thought that if you have different types of people, linked to the housing tiers and to certain factories, then you’ll be forced to upgrade your housing.
Higher-tier housing, in turn, comes with obligations to keep people happy. So you’ll end up using these components, or at least be obliged to do so.
This makes the game more challenging and complex.