Private Sector Salaries 1.26f2

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Xmudder
Posts: 233
Joined: Sun Feb 14, 2010 10:13 pm

Private Sector Salaries 1.26f2

Post by Xmudder »

I have been having a huge problem getting sufficient logistics in my conquests (nomads and new zones). I discovered after multiple turns of frustration that in the 2 newest zones I made (lots of nomads this game), the private sector salaries were between .021 and .032, despite being largely unemployed and only having only a couple of dome farms and dome steads in each zone.

My other zones have a private salary of between .005 and .008.

Food is trading at .25 (selling price to traders).

Which is why I have been unable to get anyone to work for me, as I was only paying .010 to my workers, and my logistics in these zones are never built or fully staffed. And I am currently at war with 2 majors in this region.

This is also why the zone behind the line had an admin strain on .42, dropping at .02 a turn, because I could never get the truck station and rail built due to too few workers so I could make the second zone.

I responded by boosting my worker salary in these 2 zones to .30 and I am now picking up 1k workers a turn, and am no longer frantically importing colonists only to have them quit their jobs and go on welfare.

Either I missing something, or there is something wrong with the private sector salary calculation.

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JagdFlanker
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Joined: Fri Jul 25, 2003 9:18 pm
Location: Miramichi, Canada

Re: Private Sector Salaries 1.26f2

Post by JagdFlanker »

I did a quick test to see if I could reduce private salaries using colonists, and it seemed to work

i took the current colonists you had and threw them all into mech automation (the city) as pop, and their private salaries immediately went down by half from .026 to .013

I called the governors of your 3 highest pop cities (polymer/moss/lancaster) and recruited max colonists (no sign-up bonus) every turn

next turn i threw 15k colonists into mech again and income went down to 0.08

same next turn and it was down to 0.05

so you may need to "redistribute" your pop around to lower private salaries. i wouldn't do it with a trickle every turn, i would either go max or none. you can see the results instantly which makes it easy to keep track of


As an aside, you credit your cities 10cr for public budget, but so you know 15cr gives you +1 pop happiness bonus - which you don't need for established cities, but is handy for newly conquered cities
Xmudder
Posts: 233
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Re: Private Sector Salaries 1.26f2

Post by Xmudder »

That is interesting. Adding those colonists caused to the salaries to drop to .013 immediately, and did not need to wait a turn. Is that WAD?

Didn't know about the 15 credits adding 1 happiness. thanks.

I wonder what would happen if I tanked the price of food by selling it to the traders.
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JagdFlanker
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Re: Private Sector Salaries 1.26f2

Post by JagdFlanker »

I assume that the new pop didn't have jobs, thereby reducing salary average

I'v always been pumping up lesser populated (usually new) cities to make sure there is more pop than workers, and noticed I never have to pay my workers more than the default 0.05cr, so your game was a good test to see if that is really the case


I Was very surprised you seem to ignore QOL (you don't even have vidcom discovered yet) and your general pop happiness doesn't seem affected much by it, but perhaps keeping general QOL at rock bottom keeps the global standard low and newer cities are less 'jealous'
Xmudder
Posts: 233
Joined: Sun Feb 14, 2010 10:13 pm

Re: Private Sector Salaries 1.26f2

Post by Xmudder »

Seems to be a problem with new zones, especially if you make a lot of them. If I build up my main towns, my workers refuse to work in my new towns until I build them up as well. When I conquest a new zone, they usually have private sector buildings that keep this from happening, and they are usually overpopulated anyway.

But when I do make a new zone, the pop goes crazy building farms and nothing that improves Qol. They then sell the food and private sector income skyrockets, and I lose workers. They also tend to build doube domestead instead of dome farms and a dome stead.

I can't be pumping every zone to 25k when I have twice as many new zones as established zones. I don't have the people. I wish I could, I like level 3 truck stations.

But if I don't make the new zones, I get admin strain.
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Vic
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Re: Private Sector Salaries 1.26f2

Post by Vic »

I hear you. It is functioning as I want, but I might add something akin to some Asset to help the Workers be happy like Free Government Housing. Thinking this over a bit more first. Thanks for sharing thoughts!
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Xmudder
Posts: 233
Joined: Sun Feb 14, 2010 10:13 pm

Re: Private Sector Salaries 1.26f2

Post by Xmudder »

Vic wrote: Fri Jul 12, 2024 10:11 am I hear you. It is functioning as I want, but I might add something akin to some Asset to help the Workers be happy like Free Government Housing. Thinking this over a bit more first. Thanks for sharing thoughts!
Thanks for reading / responding. I am seeing all sorts of oddities in newly founded / smaller towns, like worker strikes the turn after they are founded. I think there needs to be some rules or exemptions for small or newly founded zones to get them on their feet. As it is they are have more problems than newly conquered towns.

Either there needs to be a grace period after founding a town before QoL based events occur, or the events need to scale from low demand for QoL at size I zones, to high demand for QoL in size V zones. Does Qol demand scale to population or is it static?

An option to add +.001cr per worker strike (or walkout agitator, etc) for 2 pp would be nice and reduce micromanagement. Attracting workers because salaries are above the national average would also be appreciated. I can often save money by cutting worker salaries in zones with lots of QoL and high opinion. Something similar for private sector wages to attract grown would settle this down without micromanagement.

Adding some sort of minimum Qol to private food producing assets might work as well, esp if it does not increase as the level of the asset does. Also, add it to the size 1 town and keep it from increasing when the zone is upgraded.
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