View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016393 | Stars Beyond Reach | Balance Issue | Apr 26, 2015 12:59 am | Apr 27, 2015 7:17 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.803 | ||||
Fixed in Version | 0.804 | ||||
Summary | 0016393: Not enough options for employment | ||||
Description | With the new population restrictions it has become rather hard to keep people employed. It did shift me to using all the shopping malls I can. As it stands, for every 1000 people I get 1 shopping mall (400 employed). Which leaves the remaining 600 to be filled by buildings that employ 10-40 people each. The most frequently used building is the shrine (60 population), because it doesn't have a population limit. This results in my city compositions being rather homogeneous. The ratio is approximately 1 apartment: 1.5 shrine: 0.33 shopping malls: 1 riot police: 0.5 banks: 0.4 International Banks: 0.5 Restaurant: 0.2 Farm, 0.1 water. | ||||
Tags | No tags attached. | ||||
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I shifted more from no malls to some malls, myself. Harvesters and Inventors/Philosophariums/etc. are all heavy enough on people that I didn't have a problem - though I must admit I haven't managed to play all that deep into the game, and so most of those things don't actually *do* very much. JJ |
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I'll be curious on your opinions in the next version, but I think that having things that _require_ too much employment can be dangerous because of the fact that then when you take damage to your population it can be harder to recover to reasonable levels. In thinking about this, I realized that what you need isn't really more employment options -- in my opinion -- but really rather more citizens who are, well, layabouts ready to work when you need them. ;) ------- * Cryo Pods and the concept of cryogenic freezing has been removed from the game. ** This was something that sounded good on paper a long time ago, but even prior to beta it was a mechanic that was making Chris really uncomfortable. It was the sort of thing that was needed to balance out a secondary problem (to do with staffing and population growth), but it was a very inelegant solution. * Your maximum population is no longer restrained by staffing availability in any way. This was confusing previously, and needlessly complex. As well as causing a few other issues -- for instance, the problems surrounding staffing and crime from unemployment were what made cryo pods a necessity in the first place. ** Now the only requirements for your max population are housing and meals, period. This does mean that your population can easily grow into the realms where you start getting crime from unemployment, so... * What was previously the Cryo Sleep building has been redesigned into a new Holo Resort facility instead. This is unlocked via Architectural Aestheticism rather than Emergency Medicine, so this is much easier to get early. Your lander also has some holo pods in it to start out with, too. ** Anyhow, the purpose of the Holo Resort is that it entertains up to 400 unemployed citizens. So long as you have enough holo pods for each unemployed citizen, you get no crime from them. This accomplishes what the cryo pods were originally trying to do, but in a much more elegant way. ** Basically it allows you to freely birth an excess of citizens -- which is highly desirable to do by the way -- but not have unemployment be a constant problem. ** This also frees you from the need to constantly be shutting on and off buildings that use staff when you take some mild to moderate citizenry losses, because that was both annoying and fiddly. If you take a devastating blow to your city, then sure you'll still want to power down some buildings. Or if you take repeated midsize blows, then too. And that's fine, because it's not happening all the time. |
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Great idea! * The lager house now also has 50 holo pods in it, providing some entertainment as well as food. |
Date Modified | Username | Field | Change |
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Apr 26, 2015 12:59 am | ptarth | New Issue | |
Apr 26, 2015 5:53 pm | ptarth | Description Updated | |
Apr 26, 2015 6:24 pm | GarathJJ | Note Added: 0040217 | |
Apr 27, 2015 1:02 pm | Chris_McElligottPark | Note Added: 0040229 | |
Apr 27, 2015 1:02 pm | Chris_McElligottPark | Status | new => resolved |
Apr 27, 2015 1:02 pm | Chris_McElligottPark | Fixed in Version | => 0.804 |
Apr 27, 2015 1:02 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 27, 2015 1:02 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 27, 2015 7:17 pm | Chris_McElligottPark | Note Added: 0040240 |