So I have taken the time to think about this. Here is my breakdown of this issue.(Buckle up this one is in @YetiChow style, but longer )
A mayor is a class that IRL makes dicisions and orders stuff.
1st point: But I, the player, am the mayor, not that peasant hearthlingThis is just a title. Doesn’t have to mean he does stuff you do not get to do. we could even go into a philosophical debate over this its just a word, does it mean anything, does it have to, does the mayor have to be a leader, or are you the actual leader and is the mayor the servant of you and his people, maybe you and the mayor are the same hearthling, maybe you are god and not the mayor, yadi yadi yada, it doesn’t have to mean this class is going to take control away from you, in what you are able to design. We could design some system that gives the play more control through the mayor, like a puppet. This is what I personally think we should do. (Details later)
2nd point: But why would you do that, whatever the mayor can do, I can do myself without himNo, you can’t, if Radiant decides so. But at the same time, yes you can, if Radiant decides so. whether you think you should be able to do everything without the mayor is a thing on its own, and its another discussion that we can have in this thread That is because everything you can already control without him, is also through systems for controlling your city; UI, code tech, hearthling AI (OK, that’s also code tech), you get what I’m saying. Here we have to go into what a mayor would do. -He could do automation of things you can normally do. I would be against that with a few exceptions because I agree with what Hyrule said about automation above. Or-he could have something to do with systems of control that you normally cannot do (which I think should be the main bulk of what a mayor should do), or -he can do things that you could normally do, or-he can unlock passive bonusses (new zones etc), or-he can do a combination of those things. The third one might go a bit into the automation part, where at the mayor you can do stuff in a single step, that without the mayor would take you more steps (shortcutsagain, got ideas, but not now), with the added benefit that (as Hyrule said:) “if it doesn’t produce the perfect result”, you could do it manually anyway. If that is to micromanagy at the scale of a sizeble town I assume you have when you get the mayor again another debate that I will adress later, point 4 in fact then you must just stick with the shortcuts.
As far as adding new systems for control go, I would suggest adding the systems that the playerbase has been asking for:-military patrol routes.-worker prioritisation-stockpile flow systems (I have trouble finding descriptive words for this, do you get what I mean by this?)-etc.I can come up with ideas as to how you would make sure it worked sufficiently well, and about how the player would make the descisions, but that is a little bit too detailed for this already long postNow these are detailed, finnicky, and nuanced, and above all complex systems (or at least might be). Which IMO makes the argument stronger that, if you were going to implement them, why not though UI in the mayors workshop, instead of cluttering normal UI with it. Normal UI is for simple things, like new zones.
3rd point: But, if you are going to be adding these new control systems, why do you need an hearthling, that could also be a labouring worker, all the while the mayor doesn’t really do stuff in the “real” world of hearth. And no if it was just roleplaying that you can also roleplay the classI agree on the roleplay, you can just roleplay the class and imagine it. But as far as doing something in the real world of hearth, well, I think that is possible. You might be thinking that all these systems could just be done in the workshop (UI window) of the mayor, with a picture of a mayor, and that is it. No actual mayor required, which is different from a crafter. Except it isn’t. With crafters too, you go into a UI window (workshop) to give orders of what needs to happen. After that, it could also have showed a timer under the items name, let the thing be produced under the hood, and * poof * you got it. But, it doesn’t. Why, because radiant decided that after the task was ordered, instead of making the hidden code do it, the hearthling in question had to first go into the actual world and find actual ingredients, actually bringing them back to an actual workbench to then let the hidden code do its thing anyways while the hearthling with animations pretends to craft the object “the hearthling doesn’t drive the system, the system drives the hearthling.” If I sound mad here, I just want to say that I am not (important spoiler) This same dicision could be made for whatever we or radiant think the mayor should be doing (which does not have to be limited to control-elements). Although some of you might think all a mayor does is unimportant behind the scenes stuff, but they do real stuff (and even signing an order [aka making descisions] could be considered real stuff).As far as how that would look like, here is my personal opinion: A mayor (or any head of government) may make desicions, but then there is an entire apparatus of people and tasks to make the decisions into a reality. Some of that is red tape you do not need, but some also is not. We could decide these tasks had to be done IRH (In Real Hearth)I’ve got ideas to the specifics, but that is, again, too detailed for this überlong post, and if we did, we weren’'t going to expect to accompany the mayor class with all those minor classes for each and every task in that apparatus, would we. That I think would be going to far. Then again this is my opinion and this is one of those debates we need to be having.
4th point: But why a major like this and whenAs for when you get the mayor there are three options:-at the beginning without any requirements. As far as having a leader goes, that may makes sensedepending on your view in whether the player is the leader, but that is where it ends. I do not see any worth in not unlocking the things he does, (but again, that is my opinion)-through the class tree: could work-through unlocking township status, and then through mulitple steps of the class tree.-through just unlocking township status what if he get higher title with higher tiers The last one I think would make the most sense within the frame of what I’ve put up above this. Having more complicated control systems makes no sense to have in the beginning, when I think crude (as in, what you are used to now) measures should be enough for a settlement. You don’t need a stockpile priority system if you hav two or three stockpiles, you may need them as soon as every crafter has their own house, and you have a warehouse, at which point you settlement starts to more and more become a city that needs a mayor to do all the nuance governing. It also allows you to unlock these things, which may or may not be a good thing, depening on how you view it, but scince township unlocks more gameplay features, my personal opinion is that that is no problem.
-point 1, 2 and 4 also halfly apply to the other organisation classes that I mentioned in an earlier post in this thread
Pfeew Have I got everything now, I hope so. (might require some edits)
TL:DR; I am not going to consider writing a tl;dr. even that would be awfully long. The post is long enough now.