Thoughts on Time Management and Happiness

Day 966, 03:26 Published in USA USA by Blank Keating


Please note the opinions in this article became greatly outdated as V2 was revealed + evolved and should probably never be applied to anything ever again. I more or less use the space here as a sandbox for my mammoths of articles now. 🙂

Bugs and war modules aside, V2 aka Rising has brought at least one thing that has piqued a lot of interest: time management. You get to customize what your citizen does all 24 seemingly sleepless hours of the day. It's also brought about a tough new statistic: Happiness. I'm going to comb over a few things new citizens should know about happiness and time management, and some things workers and managers should take note of concerning productivity.

The Basics
- The minimum activity time is different for each one. You can relax a minimum of 1 hour, train or study a minimum of 2 hours, and work a minimum of 4 hours. The maximum time is 12 hours for all four activities.
- Working (Company) is your source of income, studying (Library) increases your work level so you can increase your salary, relaxing (Residential District) increases your happiness which is explained below, and training (Training Grounds) increases your weapon skill for combat.
- Happiness will affect half of your work productivity. It would be courteous to relax before working. Every hour consumed not relaxing will reduce your happiness by 1. Every hour spent relaxing will increase it by 1 (and you'll get an extra point at the end for the free booster). This makes it significantly harder to keep happiness up than health or the wellness of V1.
- Despite popular belief, fantasizing about the activity girls will net you no happiness.


This agenda will still cost you double digits of happiness.

Tips for Citizens

I don't think any players have taken Jim's likeness yet.
- Remember your boss is a real person too, and cutting corners on work time or happiness isn't a good way to attain stable employment.
- Deciding your time day to day might add some variety to e-life, but you might benefit from creating a weekly system to keep your happiness up if you find yourself having trouble with it, i.e. Wed. and Sun. being relax heavy days and the rest being train or work heavy days.
- Remember to save 4 hours for work everyday, the Hard Worker medal still exists!
- Don't use gold boosters of any form unless you can afford it long term and plan on committing 12 hours to that activity when you use it (unless you're swimming in gold of course). The gold could be better used buying high quality food than for one shot of coffee.
- Sacrifice health per day and try to get a high happiness per day meal and house for cheaper than one that's even between the two.
- The tiny bit of health you lose from daily activities should be able to be healed up along with your battle damage on the battlefield once the war module is usable, just like old times, but it's a gray area until we all can get into a fight.

Tips for General Managers

Yeah...
- Go easy on people the next few days. Remember, we're all noobs now, and people are still deciding to stay or quit.
- Worker wellness isn't on the employee chart anymore, you have to scroll over their productivity to see it on a tooltip.
- Keep in mind that the effect of health or happiness are halved when turned into productivity. If someone has 100 health and 80 happiness, they're still a "90 Wellness" worker.
- Keep tabs on your long-term workers' skill if they're not at the top level. If they're not studying now and then, they won't evolve along with your company.
- You'll need a numbers man to figure out if it's worth it, but I'm going to throw the concept out there: "Economic tanking". If your company is of higher quality and making a good profit and see one or two workers pulling a lot of weight, it may help to invest in them by funding their work boosters.
- Military commune directors: communicate! You are the only kind of managers that have to directly worry about what their workers are doing in all four activities, so tell your workers when they need to work more for your inventory or train more for your army.

Hopefully all this has helped you in some way, or at least given you some ideas with how to move forward in the economic module. If you're still thinking about quitting, I would advise you to wait until the war module comes out, you might like it. Remember we have some ruskies in Alaska to test it out on 🙂

- Blank Keating
ST6 Member & American Citizen o7