red = damaged; black = unusable; blue (51 shadings) = usable
Monthly hours are not real hours, they are time units. One repair field takes a half time unit when done
Time units get divided by number of agents who have done the task.
255 + durability (for example 50) => 305 => this field is usable 305 times until it gets black (attention: increase for each step is 5). => 51 times touching to turn it red (damaged)
When damaged the resource field is still usable until it gets black
Turning red means that the resource is unlocked/opened for repair; it’s ‘urgency’ passes the threshold to ‘urgent’ (links to task becoming urgent in old model)
Not spending ‘unreal hours’ by the end of the month decreases ‘happiness’ radically
red = damaged; black = unusable; blue (51 shadings) = usable
Monthly hours are not real hours, they are time units. One repair field takes a half time unit when done
Time units get divided by number of agents who have done the task.
255 + durability (for example 50) => 305 => this field is usable 305 times until it gets black (attention: increase for each step is 5). => 51 times touching to turn it red (damaged)
When damaged the resource field is still usable until it gets black
Turning red means that the resource is unlocked/opened for repair; it’s ‘urgency’ passes the threshold to ‘urgent’ (links to task becoming urgent in old model)
Not spending ‘unreal hours’ by the end of the month decreases ‘happiness’ radically