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The sooner this or something similiar that addresses the lack of clarity is added to the game the better IMO.
If not just to more control the range of knee jerk reactions bred from poor represention of information in-game. As it doesn't just benefit us players, but also improves clarity of the game and the feedback from that gained clarity.
To me it seem in everyones interests to improve player awareness of what's actually happening in the game and saves having to repeat the odd behaviour of the timer mechanics in another weeks time. :p
https://steamhost.cn/steamcommunity_com/app/232810/discussions/0/540742485504456422/#c540742579440052857
(If you want to link to a post in the future, just hit the lil number in the lower right then copy the page URL once the post is high-lighted)
onto the topic:
I do like the ideas of a % bar, and having the timers recessed into the info panel.
Though i'm not sure if just a simple % bar would help to show the impact of more workers very well given that as projects get larger and more time is involved, even with more workers the % bar may still look like its crawling along at a snails pace.
So with that in mind i would suggest breaking up the progress bar a bit into some form or smaller measurement so the impact can be seen better. For this i really only have two ideas at the moment:
Idea 1: Have a second progress bar under the current progress bar that fills higher and indicates potentially how much will be done for a cycle (cycle could be an in-game day, or a real world hour, or something else, would require some playing w/ to figure out.) So you can better judge the impact more workers has on its progress. Ideally you'd want it to account for speed shrines and temples of craft too. Maybe even have lil shrine icon's appear next to the worker icons to indicate the connection.
Idea 2: Break up the builds into phases, and have the % bar only indicative of how long it takes to get to the next phase. This way the bars have less time to account for and it'll be easier to see what effect additional workers/shrines had on the pace. This also makes the bars appear to fill faster, so even though the building would take as much time as it now, if you are staring at a faster moving bar (that will then say fill a 1 out of 5 pips) you may get a better sense of accomplishment and it may appear slightly faster.
At least i think those would help, in practice they may do nothing, and without a fresh set of eyes it may be difficult to see any real change in perception. Just throwing it out there.
Really like the idea of breaking construction up into phases.
Could be utilised to make clearer other behaviour as well, for example if construction stops during the first phase then the WIP building will be destroyed. But once the first phase is complete the construction will remain in place even if all builders are unassigned.