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RE: Private sector unmothballing takes 10+ turns

Posted: Tue Mar 09, 2021 3:00 pm
by BlueTemplar
This sounds like it might be a separate bug ? And/or a delay issue ?

RE: Private sector unmothballing takes 10+ turns

Posted: Tue Mar 09, 2021 3:06 pm
by newageofpower
ORIGINAL: jimwinsor
Although I do wonder in this instance whether it would have used those new private workers to keep going, and build a Dome IV?
Private assets only go to III.

RE: Private sector unmothballing takes 10+ turns

Posted: Tue Mar 09, 2021 3:48 pm
by jimwinsor
ORIGINAL: newageofpower

ORIGINAL: jimwinsor
Although I do wonder in this instance whether it would have used those new private workers to keep going, and build a Dome IV?
Private assets only go to III.

Thank goodness!

RE: Private sector unmothballing takes 10+ turns

Posted: Tue Mar 09, 2021 5:05 pm
by newageofpower
Once they finished their work, they might have started work on a new Private Farm/Dome, though...

EDIT: Probably not, because you actually had a private food shortage. Of course the AI doesn't care you can produce food far more efficiently via hydroponics and have Emergency Food = On

RE: Private sector unmothballing takes 10+ turns

Posted: Tue Mar 09, 2021 5:23 pm
by BlueTemplar
ORIGINAL: zgrssd
I’ll tell you what I think may have triggered it. It’s just a theory, but prior to this all going down I had replaced all my PUBLIC Dome farms with hydroponics.
It is possible that you suddenly unemploying up to 32000 people (~320 population units) overtaxed the Private food production, you had forgotten to turn on Emergency Food for the Capitol, leading to mass starvation and thus Emigration.

And by the time you noticed, you wer still operating on a much higher population.
Yeah, this, except for the Emergency Food bit.

If you had immediately found new public jobs for the populace freed by hydroponics, but which wasn't fed by your public economy any more now that they weren't workers, this whole situation probably wouldn't have happened !
ORIGINAL: zgrssd
ORIGINAL: Twotribes

Less federal workers more available for private assets.
That^^

Having to many Workers is actually a major factor in driving Private Wages and thus lowering Worker happiness:
- more public workers means less Private Workers
- less Private Workers means higher Private salary, as companies compete for what little workforce there is (I have seen from 0.0001 to 0.007)
- higher private Salary means more money has to be spend to keep workers happy and numerours

I do think a high Private and Public Salary is also a dirving factor for Migration, so it somewhat balances itself.
I wonder what's the lowest % one can reasonably go for population/populace ?

RE: Private sector unmothballing takes 10+ turns

Posted: Tue Mar 09, 2021 6:07 pm
by zgrssd
ORIGINAL: BlueTemplar

That's what I feared, but this logic is IMHO *too* simple, and without enough population to work the upgraded dome, IMHO *NOT* sound.
IMHO under these conditions they should probably try to make a second Dome 1 instead ?
(Even if it's less efficient (?) in the "long run", as the "long run" doesn't guarantee ever enough "jobless" population for a dome 3 !)
The Tier 2 farm can supply 50000 Private Citizens.
If you got more then that, you got enough Citizens to run the T3 farm.

I agree the Private Dome Farms could use more, smaler levels. But there is a certain minimum amount of food that a Private Farming asset must provide - enough to reach the next higher City Level. Ideally with some buffer.

That way would would not get such a deceptively large amount of seeming unemployed Citizens.
ORIGINAL: jimwinsor

Yeah and that's the fundamental illogic of the whole thing. To make up that 100 food difference, they opt for that rather than go to the Hydroponics storage across the street, where the food is free.
They can not go to the hydroponics storage. They have to drive or walk to get the Food from the SHQ. Even if that means driving across the entire Empire.
Your Truck drivers do not even deal with Shipping emergency food and you think there is a Outlet store?

And given all the Hassle with the way and the insecurity if you will still offer or even have that Free Food in 2 Months (these store are kept a military secret), it makes more sense to return to being self-sufficient ASAP.
There is a demand. There is money for a upgrade. There will be a upgrade.

ORIGINAL: jimwinsor

ORIGINAL: newageofpower

ORIGINAL: jimwinsor
Although I do wonder in this instance whether it would have used those new private workers to keep going, and build a Dome IV?
Private assets only go to III.

Thank goodness!
That means they have to start with a 2nd Farm at T1 again. And as usual, higher Tier Buildings get Worker efficient!

So not quite sure what you are thankfull for, it really only becomes worse after the T3 Farm.

ORIGINAL: BlueTemplar

This sounds like it might be a separate bug ? And/or a delay issue ?
It is possible the code fails to realize that the population is now below what it needs a T3 Domefarm for.
But it might also be that they started the farm when current Population+Buffer was still above 50000.

RE: Private sector unmothballing takes 10+ turns

Posted: Tue Mar 09, 2021 9:05 pm
by shabowie
This was the same issue I had in my game. I reported it and gave a save Vic said he was going to adjust some things.

RE: Private sector unmothballing takes 10+ turns

Posted: Wed Mar 10, 2021 10:30 am
by Vic
Interesting discussion. And I agree this can be further improved.

In the next open beta the Private Economy will check if it actually has enough Population to work in an upgraded Asset. If not they will try to start to add a Level I instead. In the case of the need of more farms this could make the difference between 35K and 10K extra jobs.

Will be adjustments in the next open beta.

Best wishes,
Vic