Lovenought
Posts: 227
Joined: 8/21/2017 Status: offline
|
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 >
|