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IDProjectCategoryLast Update
0016638Stars Beyond ReachBug - GameplayMay 11, 2015 12:44 pm
Reportertbrass Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.815 
Fixed in Version0.816 
Summary0016638: Pops leave good restaurant jobs for any alternative, lowering the pop cap
DescriptionMy citizens keep making the (rational, but frustrating) choice to leave their good restaurant jobs whenever anything else opens up. This lowers my pop cap, which leads to a cycle of death and despair.

The only way I have found to prevent this is to disable buildings, which redistributes the citizens, and then reenable once the cap shifts back to what it ought to be.
TagsNo tags attached.

Activities

tbrass

May 10, 2015 12:23 am

reporter  

deprioritizingfood.save (615,921 bytes)

ptarth

May 10, 2015 1:46 am

reporter   ~0040633

Last edited: May 10, 2015 2:06 am

Having a buffer of cheap diners helps with this. Alternatively, if you have a buffer of entertainment options, you'll always have citizens available for your new jobs.

Loaded the save to take a look.
You have 22k food production, but only need 5k.
You only have basic farms, no hydro farms.
Looks like you are trying to create some sort of self-imposed city design. Not sure what your limits are.

The prioritizing of population employment is an awkward challenge. Especially if things start going awry.

tbrass

May 10, 2015 6:31 am

reporter   ~0040635

pt - the farm spamming is merely to keep the thoraxians from gaining a foothold in my territory, it is not done for the purposes of producing food.

The main design limit is that I am trying to hew close to 100% employment. I have found, in this edge case, that when I cross over the line because I have built a new structure, people tend to stop making meals, which lowers my pop cap.

A potential solution would be for the system to prioritize growth over other employment opportunities when filling open jobs. That is, if there are unfilled job positions, ensure that the food-production pipeline will create enough meals for actual population growth to occur before distributing employees elsewhere.

What do you mean buffer of entertainment options? Are you talking about buildings that exist primarily to manage employment levels? I generally do that with shrines. Is there some added benefit to using entertainment?

I absolutely agree that when things go awry (disease that causes sloth), full employment goes gonzo, and rightly so. But my problem is that unfilled jobs seem to come out of meals first, rather than science, industry, etc. And that creates a cap problem that needs to be micromanaged -- and not micromanaged in a fun sense.

Chris_McElligottPark

May 11, 2015 11:40 am

administrator   ~0040645

Thanks!

* The Middle Class Eatery, Fine Dining, and Lager House no longer require staff.
** It's just robots all the way down when it comes to the food industries now, as it already was for all the other buildings in that sector.
** This keeps you from having strange max population fluctuations that can result from a variety of situations with your city being attacked, etc.
** In short it could be managed before, but required a ton of micro at best, and even then led to "a cycle of death and despair," as tbrass put it well.

ptarth

May 11, 2015 12:29 pm

reporter   ~0040647

Chris check out: http://www.arcengames.com/forums/index.php/topic,17467.0.html when you have a chance. I'm concerned that you are cutting away employment from critical services to deal with the symptoms and not the cause of the problem.

ptarth

May 11, 2015 12:33 pm

reporter   ~0040648

tbrass
Apartments and Parks are cheaper and require less resources to maintain.
Entertainment is the replacement of the cryo system. It acts as a unemployment buffer. Currently there is no display of entertainment value for your city, but parks, Holo Resorts, Malls, and your lander provide it. Its effect is to cause X unemployed people to not count as unemployed for crime. This way you can have a population surplus and not be penalized for it with increased crime. As you then build more jobs, the happy unemployed become employed and the circle of life continues.

Also, yeah, shrines are the best building for employment purposes, because they employ so many. Factories are also good for that, but have the pollution problem.

Chris_McElligottPark

May 11, 2015 12:35 pm

administrator   ~0040649

I've done a brief scan of that, but I don't really have time for a full analysis right now because I have my head in another area.

That said, my rationale is this: anything that affects your max pop cap should not rely on population in order to do so. That just leads to all sorts of nasty situations that are going to be extremely troubling to balance, and that are likely to get new players into trouble even when balanced. It's just not worth the trouble in that area.

Beyond that one specific area, the sort of analysis that you're doing is good.

Chris_McElligottPark

May 11, 2015 12:44 pm

administrator   ~0040654

Interesting thoughts:

* The staffing requirements of the Philosopharium, Inventor's Workshop, and Broadcast Station have been doubled to 140 each from 70 each previously.
** Literati Society is up to 100 instead of 50.
** Science Lab is up to 160 instead of 20.
** Linguistics Research Center is up to 90 instead of 10.
** Engineering Firm is up to 60 from 18.
** These are all "nice to have" buildings that provide secondary services (science, linguistics, extra construction capacity, inventions, etc), and so they provide a wonderful place for high employement. The loss of these doesn't send your city into an form of death spiral whatsoever, but the proper staffing of these does make your city very much more effective. This sort of relationship where perfect staffing is a big nice thing but imperfect staffing is not a gut-punch is very much the goal.

Issue History

Date Modified Username Field Change
May 10, 2015 12:23 am tbrass New Issue
May 10, 2015 12:23 am tbrass File Added: deprioritizingfood.save
May 10, 2015 1:46 am ptarth Note Added: 0040633
May 10, 2015 2:06 am ptarth Note Edited: 0040633
May 10, 2015 6:31 am tbrass Note Added: 0040635
May 11, 2015 11:40 am Chris_McElligottPark Note Added: 0040645
May 11, 2015 11:40 am Chris_McElligottPark Status new => resolved
May 11, 2015 11:40 am Chris_McElligottPark Fixed in Version => 0.816
May 11, 2015 11:40 am Chris_McElligottPark Resolution open => fixed
May 11, 2015 11:40 am Chris_McElligottPark Assigned To => Chris_McElligottPark
May 11, 2015 12:29 pm ptarth Note Added: 0040647
May 11, 2015 12:33 pm ptarth Note Added: 0040648
May 11, 2015 12:35 pm Chris_McElligottPark Note Added: 0040649
May 11, 2015 12:44 pm Chris_McElligottPark Note Added: 0040654