- Peons now buy 1-3 Food
Peons buying Food was pretty unbalanced, since they could only buy 1 Food for 2 Coin, it obviously was a bad deal so i changed it.
- Only buys Food if Stores less than 3
This is seriously needed... i wanted to make the Peons be able to look like they understand Money Management, for example before, whenever they had 2 Coin they immediately spent it on food, but now finally their Food Stores come into use.
- Removed Rooms, instead are simple Methods
Becuase i only wanted 3 Main Rooms i saw no need in making a massive deal with them, so instead i made then minimal and only do things like the basic calculation of needs.
- Livingroom increases Social Need
- Bedroom increases Energy
- Kitchen increases Food
These are simply the functions of the 3 Main Rooms.
- When used, Need increases by 5
This was so the Peons didn't die so easily, for example every turn i half expected them to die of lack of energy or hunger, but now they can atleast get on with life without worrying about... dying... as much.
- Only used if Need less than 10
This was so the Needs wouldn't stack up so high that the Peons didn't need to use them for 20-30 turns. but currently i am seeing a problem where they go 3 turns and then spend the next 3 turns replenishing them. I might need add some more situations so this will change.
- Social Need added
The Social Need is only really replenished when they go into the Living room, but soon i'd like to add it so that they can either hold a social event at their house or go out with friends.
- Peons now loose Social, Hunger and Energy while Working
Changing this meant that all of the Needs would be depleted instead of just Energy being drained.