The general “function” tabs aren’t intended as a final system of categorization. Merely, at this point in development I’m only suggesting we add one more categorization beyond the green-blue-red system we currently have and put the Farmer, Trapper, and Shepherd in it since they function distinctly different than the other “blue banner” classes, which are all crafters with workshops. With the Carpenter being the first of the blue banner classes added, I figured it’d make sense to leave blue for the other crafters and give the gatherer/collectors a different color and category.
Eventually, the system would have to be expanded on when the games can go longer and more and more people are available to the player. For now, (building off of @Valnus 's concept art above) I could see a second box pop up when you click one of the four categories of units–Laborer, Crafter, Collector, and Military–wherein all the different icons for the classes would be found being satisfactory for quite a while, given some ways to organize the classes in that second box (like alphabetization).
I myself am not a huge fan of hotkeys either, but I find the customizable squad numbers to be quite helpful in locating special units (or groups of units). To avoid being too micro-manage-y, I’d recommend leaving the ability to assign numbers to:
- Military squads, which can be already be manually ordered and directed
- Future classes with unique interactions with the world, such as Treasure Hunters with manual exploration, searching/analyzing ruins, and collecting treasure (or so I assume at this point)
- Units with special abilities outside of a station or workshop, such as the Geomancer and their access to terraforming options.
Plus, these number hotkeys could also be a fast way to locate these units in the world (in addition to getting to their commands and information without going through the menu and tabs).
But that’s a whole other suggestion question, so maybe I’ll look at that more later.