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[1.07.03] Unusually high labor requirements for Private Hospital

 
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[1.07.03] Unusually high labor requirements for Private... - 1/20/2021 2:14:27 AM   
jimwinsor


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Not sure if this is WAD or bug, but the new Private Hospital you can get with card scrapping has pretty high worker requirement to operate, 20,000 per level.

Compare another 100 QoL structure like the Arena, with only 2,100 people to run the place at Level I.

In my current game the zone in question ran out of private labor after I played the Stratagem and built the thing, with me not knowing in advance the staffing problems it would cause. Fortunately the city mothballed the asset on it's own initiative the next turn (something I never knew the Private Economy could do before):





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< Message edited by jimwinsor -- 1/20/2021 2:15:54 AM >


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RE: [1.07.03] Unusually high labor requirements for Pri... - 1/21/2021 3:52:20 PM   
newageofpower


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It's part of a series of Private Assets that offer strong non-QOL bonuses (Pop Loyalty, Pop Happiness), which all cost 20k pop per level.

They are Private University - Private Hospital - Private Surveillance - Private Vidcom.

I agree they're pretty inefficient populationwise, but they do have a niche. Conquer a 100k pop enemy city and it will likely take forever to integrate. But plop down one of these Scrap Stratagems + a Zoo / Commerce Project + Subvocalizer and bam that city will be useful in under half the time.

(in reply to jimwinsor)
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RE: [1.07.03] Unusually high labor requirements for Pri... - 1/21/2021 4:02:25 PM   
Clux


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quote:

ORIGINAL: newageofpower

It's part of a series of Private Assets that offer strong non-QOL bonuses (Pop Loyalty, Pop Happiness), which all cost 20k pop per level.

They are Private University - Private Hospital - Private Surveillance - Private Vidcom.

I agree they're pretty inefficient populationwise, but they do have a niche. Conquer a 100k pop enemy city and it will likely take forever to integrate. But plop down one of these Scrap Stratagems + a Zoo / Commerce Project + Subvocalizer and bam that city will be useful in under half the time.


Honestly the pop its so valuable that I feel like half the production costs would be more fair

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RE: [1.07.03] Unusually high labor requirements for Pri... - 1/21/2021 5:37:08 PM   
newageofpower


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quote:

ORIGINAL: Clux
Honestly the pop its so valuable that I feel like half the production costs would be more fair

Agreed as well, but that's from the viewpoint of skilled players that can complete economic transformation and industrialization in a short amount of time.

I'm talking to some of the noobcakes on the Steam fora and they're like "how do I get more jobs for my citizens" and giant population sinks like these are perfect for them.

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RE: [1.07.03] Unusually high labor requirements for Pri... - 1/22/2021 3:37:58 PM   
Vic


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Mistake on my part.
I am dividing by 10 for the upcoming .04

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