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Not sure how difficult this would be just hoping it happens because it kills it for me to only be able to use 1/4 of the space
It takes a lot of adjusting to get the right output though. Like my coke tucks are backed up but my meth is good so I moved two of my meth workers to coke instead. It also helped to reduce somethings and keep things more compact.
Also the way they load, pretty much which ever truck is closest, means some of my coke trucks don't get loaded for awhile due to others returning and loading first. My special delivery trucks are furthest away and takes awhile for them to refill.
The staff themselves could be more efficient as well. They put a lot of stuff on the floor then sometimes, eventually, someone comes and picks it up but they take awhile just standing and staring at it before picking it up.
Also just trying out the new plane and would definitely need more workers to keep it loaded along with my trucks.
I likely would be fine with just doubling the employee count and that would allow me enough employees for more workers and even guards, if needed.
I think devs should address the load time for end game files before adding more employees though.
Sounds reasonable to me too. Doesn't always run the best when you get to end game like a lot of cpu intense games.
I have had excellent results by actually reducing the amount of planters available and relying on automation. It almost forces employees to be more efficient just because there is only so much to do with such a compact space.
It allows me to reliably produce almost every drug available (although I am still tweaking cocaine production) if you have a dedicated loading workforce. No guards though. And I don't have much leeway if I ever want to expand to another product or build more fronts.
Yeah what I am talking about is automating everything possible with as much production as possible and saying that you can really only handle weed and cant even do meth or cocaine if you want to produce as much as possible.