View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016399 | Stars Beyond Reach | Bug - Gameplay | Apr 26, 2015 11:12 am | Apr 28, 2015 8:45 am | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.803 | ||||
Fixed in Version | 0.805 | ||||
Summary | 0016399: Employment Priority causes odd behaviors | ||||
Description | In the attached saves you can see a disaster (803 10 CRIME POP) caused by unemployment, except I have tons of people. If you run it a few turns you can see it start to take an enormous amount of time as it develops feedback loops. People die, which reduces building effects, which cause more people to die, etc. And this is all in the same turn. By turning off a few of the malls, replacing some of the police with riot police, building a couple of dozen shrines (to boost available jobs), and building more power, I can avoid the disaster. Which gets us to the second save (803 11 Stable again), which is stable (for the most part). Note that I had to sacrifice my attempts to placate the planet to have a reliable power supply. I think part of it is due to the order that employment and other effects are calculated. For example in the mid city, you can see that if you build a riot police, the riot police is filled the turn after completion. And that if people in buildings die, they are not replaced by other free population. A related symptom is how housing is filled. Housing is filled from the most efficient (dense) to the least efficient (luxury), so if you are running in a worker deficit (which in most cases you will), you'll have to wait until your population reaches the cap, before you'll have people in your higher level housing. However, it is those same people in the luxury and spacious housing, that allow you to build the higher level buildings. So you'll end up with a growth, pause, build high level buildings, repeat pattern of development. | ||||
Tags | No tags attached. | ||||
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I'd like to see how this feels to you in 0.804, if you don't mind. Based on all these changes: ------------------ * 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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How do you feel about adding a similar bonus to Brew Houses? I've never liked their relationship to the Cheap/Medium/Fine diner continuum (although I've essentially always ignored social progress). Giving them this bonus would make sense (unemployed guys hang out in bars) and produce a hybrid building between idle population and meal production. |
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Great idea -- noted on the other thread also: * The lager house now also has 50 holo pods in it, providing some entertainment as well as food. |
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It also occurs to me that a lesser bonus on City Parks would work out well. As it stands the Police bonus is just too small to work out, but intermixing them with population centers to handle part of the spillover before your jobs would kick in sounds quite reasonable. |
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Thanks! * The property "Holo Pods" has been renamed to "Citizens Entertained" so that it can be used more broadly. The functionality is the same, and the HoloResort is still called that. * Now the City Park entertains 8 citizens, adding to its general crime prevention. It also has some light pollution scrubbing capability on itself like the terraformed land does, making it a useful thing to have for yet another reason. |
Date Modified | Username | Field | Change |
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Apr 26, 2015 11:12 am | ptarth | New Issue | |
Apr 26, 2015 11:12 am | ptarth | File Added: 803 10 CRIME POP.save | |
Apr 26, 2015 11:14 am | ptarth | File Added: 803 11 Stable agian.save | |
Apr 26, 2015 11:15 am | ptarth | Description Updated | |
Apr 26, 2015 5:38 pm | ptarth | Description Updated | |
Apr 27, 2015 12:56 pm | Chris_McElligottPark | Note Added: 0040226 | |
Apr 27, 2015 12:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 27, 2015 12:56 pm | Chris_McElligottPark | Status | new => feedback |
Apr 27, 2015 5:15 pm | ptarth | Note Added: 0040238 | |
Apr 27, 2015 5:15 pm | ptarth | Status | feedback => assigned |
Apr 27, 2015 7:18 pm | Chris_McElligottPark | Note Added: 0040241 | |
Apr 27, 2015 11:52 pm | ptarth | Note Added: 0040245 | |
Apr 28, 2015 8:45 am | Chris_McElligottPark | Note Added: 0040247 | |
Apr 28, 2015 8:45 am | Chris_McElligottPark | Status | assigned => resolved |
Apr 28, 2015 8:45 am | Chris_McElligottPark | Fixed in Version | => 0.805 |
Apr 28, 2015 8:45 am | Chris_McElligottPark | Resolution | open => fixed |