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Someone explain how - 6/21/2020 7:56:36 PM   
Twotribes


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I don't understand how to keep my cities from A) losing lots of people B) losing workers when all are feed and paid and private industry is not stealing them, and C) keeping worker happiness up.

I am on turn 17 or 18 and suddenly all my cities are at 50 and 60 percent production because I have no workers, the population is enough to provide the workers it just doesn't and it happens in every game I play.
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RE: Someone explain how - 6/21/2020 7:59:33 PM   
zgrssd

 

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How about some screen shoots, so we have a hope of debugging this?

(in reply to Twotribes)
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RE: Someone explain how - 6/21/2020 8:00:46 PM   
Twotribes


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I don't understand how to take them and post them.

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RE: Someone explain how - 6/21/2020 8:02:08 PM   
zgrssd

 

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quote:

ORIGINAL: Twotribes

I don't understand how to take them and post them.

1. Windows Snipping Tool.*
2. Hit reply or quote to get the full Editor, including "Click here to upload!" and "Embed picture in post".

*Do not capture a too large area. Fourm limit is 1 200 KiB image per post. And downscaling just makes it unreadable. Make multiple posts if you have to.

(in reply to Twotribes)
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RE: Someone explain how - 6/22/2020 1:00:40 AM   
EatPancakes

 

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If you look at a zone tab (for your city) at the bottom of the screen, the different buttons (particularly the "population" and "workers" button; also, maybe the civilization score and the "bad" values at the bottom, like unrest, danger, and hunger) and their associated pop-ups all have useful information for tracking the details down. This could help you see specifically what's happening.

(in reply to zgrssd)
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RE: Someone explain how - 6/23/2020 11:01:37 PM   
Twotribes


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Ok so I figured out why my workers are so low, I am building to fast. Started new game and only build something every couple turns at start no more 30 and 40 percent worker cities.

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RE: Someone explain how - 6/24/2020 12:13:07 AM   
zgrssd

 

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quote:

ORIGINAL: Twotribes

Ok so I figured out why my workers are so low, I am building to fast. Started new game and only build something every couple turns at start no more 30 and 40 percent worker cities.

The value of the work salary, is based on the Private Economy Salary.
And that one is based on how much population does not have a Private Economy job.

If you hire too many workers, you reduce the number of non-worker pops, wich means more competitive Private wages. I amanged to get those up to 7 miliCredits in a new colony. In a current game (Autority/Enforcement/Fist) I managed to keep it at 1 miliCredit.

But in a emergency, you can send recruits back to the city the SHQ is in to buff up the population a bit.
And settlers you can jsut send whereever you want.

< Message edited by zgrssd -- 6/24/2020 12:14:07 AM >

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RE: Someone explain how - 6/24/2020 12:23:30 AM   
Twotribes


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Ya but in my main game I want to play it is so bad some cities are at 30 percent. I just don't have the colonists to send and because of it my people are starving I cant make enough food and can't buy enough because it isn't available. I have even turned most stuff down to 25 percent production. The current game when I get to 70 percent ot 80 percent I wait a couple turns to build something else.

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RE: Someone explain how - 6/24/2020 12:31:06 AM   
zgrssd

 

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quote:

ORIGINAL: Twotribes

Ya but in my main game I want to play it is so bad some cities are at 30 percent. I just don't have the colonists to send and because of it my people are starving I cant make enough food and can't buy enough because it isn't available. I have even turned most stuff down to 25 percent production. The current game when I get to 70 percent ot 80 percent I wait a couple turns to build something else.

How do you have to little food on top of a worker shortage?

Private citizens feed themself via private farms Private Food Production.
You only pay food for Wokrers, Soldiers, Recruits and Settlers. With the workers being substracted by the Zone. And often fully fed by the Private Farm Kickbacks.
Getting to many workers is a prime suspect of having too low credits and too little food. But increasing food production is one thing you have to invest your workers into, to have a hope to survive.

(in reply to Twotribes)
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RE: Someone explain how - 6/24/2020 1:42:04 AM   
Twotribes


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My farms are not producing because of worker shortage I have a large pool of recruits and colonists well I use the colonist to increase workers as I can. Plus I foolishly did not build farms at start as I should have.

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RE: Someone explain how - 6/24/2020 2:18:36 AM   
Lovenought

 

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Worker shortages collapsing the economy is what did me in in my second game, too. I've learned to be extremely cautious about it. One tip is to put all of your cities to "hire if shortage, never fire". Having your worker numbers bouncing around is just too dangerous, it's worth keeping a surplus. And if you want to be really careful, you can hire workers ahead of time. But you don't really need to do that if you are recruiting lots of colonists. I just use colonists as parachute workers. I start a build project in a city, check how much of a worker deficit there now is, then send in workers. And if I don't have enough that turn, I either put other buildings in the city on lower production rates (75/50/25%), or just wait till later.

And if all that means there are surplus workers left after construction is finished, who cares. They'll get used eventually when other buildings come online anyway.

:EDIT:

And I know that means more spending on wages, but it never bothered me. I've only rarely had credit problems in my more recent games. You're always going to have a surplus of something, and selling that should give you plenty of credits, alongside a decent tax rate. Just sell 400 rare minerals/500 steel/7,000 oil/whatever every once in a while. Efficiency Drive from the Enforcement ethos can also give you like 3,000 credits.

< Message edited by Lovenought -- 6/24/2020 2:21:28 AM >

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RE: Someone explain how - 6/24/2020 12:24:15 PM   
zgrssd

 

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quote:

ORIGINAL: Twotribes

My farms are not producing because of worker shortage I have a large pool of recruits and colonists well I use the colonist to increase workers as I can. Plus I foolishly did not build farms at start as I should have.

Again: You can send Recruits to be population in the City that houses the SHQ. Wich in turn drops Private Salary and makes it easier to hire workers if already around the limit.

(in reply to Twotribes)
Post #: 12
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