Now I know theres a million threads asking to revamp the AI. but I know that that'll take a little while. Id like to throw in this suggestion.
With some testing. In the case of emergency things, fires and grabbing injured colonists.
If in the case of fires, the AI grabs someone from miles away to put it out, I've found that if you pause. and switch that person to militia for a second, and then tell someone close by to prioritize the fire, they'll do it.
What I'd like is for after a col takes on a task, when clicking on the thing they're going to work on it will say whos coming to work on it, and perhaps have a button that jumps to that person, or when zoomed out, just kinda highlights the col, so if they're far off, you can try to switch it out for someone closer.
Other thing I was thinking of. So at least in the current game. wear and tear takes the from of constructions suddenly losing half of their health. This kinda sucks, especially in the case of conduits and walls that like to explode when they get damaged to a point. (though I can't really find the exact mechanism that drives electrical fires. Sorry, I'm not a code guy). Problem still stands.
Just wondering if anyone would like to see, a gradual loss of construction health, rather than sudden chunks. Perhaps then a feature could be added that buildings take more wear and tear during say rain storms (still causing shorts with outdoor electronics), or duststorms, or other weather/advers conditions.
The net gain of this. Though more of your base would need repair at any given time. You could maybe set a slider to tell your cols to only repair constructions below 80% health or something.
Dunno, just a couple thoughts. Would check hard if there were previous voicing of these, but this evening my hotels internet is particularly bad.