Thanks for any ideas,
-Mark R.

Moderator: Vic

A reduction with no indication in the Tooltip?ORIGINAL: mroyer
My worker happiness has been plummeting for a while and I'm not sure where to look for a solution. Things are generally pretty favorable in the zone and the popup for happiness shows no signs of an issue (see figure below). Any thoughts what might be going on, or why even though all indicators are up the net effect is down?
Thanks for any ideas,
-Mark R.
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I think the Union Chief is bugged in that he increases worker Happiness, rather then decreasing it.ORIGINAL: mroyer
I do have a union organizer in another zone, but he seems to be helping worker happiness there. Could this zone's workers be angry they don't have a union?? I know, I'm grasping at straws...
The rules for civilsiation/QOL are:ORIGINAL: Zemke
One thing I have learned is DO NOT upgrade the town/city unless the population is happy due to quality of life, (QoL). QoL seems to be the primary fix to many things, and upgrading towns makes it harder to maintain QoL, or at least that is what I seem to have learned. Not an expert at this game BTW, so I may be wrong.
You're sure that's what they care about and not something related to it ?Free Folk Migration prefers Zones with a higher level city
It is what the Handbook says. So I am absolutely not sure, but I got a pretty good hint - with some indication for the logic:ORIGINAL: BlueTemplar
You're sure that's what they care about and not something related to it ?Free Folk Migration prefers Zones with a higher level city
Also, I thought that Free Folk only migrated inside zones from their settlements to the city (and back),
and not from one zone to another or from one zone to another city ?

If it was that we could see it in the tooltip.ORIGINAL: eddieballgame
Make sure that the workers salaries are higher than the private sector folks.
Also, make sure they have something to do in their zones.
I figured it was that. A unexplainded drop is usually that [:)]ORIGINAL: mroyer
So, you guys seem to be on to something related to the salaries of the workers, but I'm still at a loss to explain it.
This turn, inexplicably the happiness turned around completely and went up the expected 6 points. I didn't do anything that I'm aware of to cause that.
If you'll notice the figure below, the salaries are identical this turn and last. Yet, last turn there is a complaint that I shorted the workers some 57% of their pay! I'm not sure what to think about this.
Edit: The zone in question is Thark.
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Sorry for derailing the discussion again, but this (along with shifting borders) would explain why I keep having new Free Folk settlements popping up near my city in my current game - I'm probably leading worldwide in city level !ORIGINAL: zgrssd
It is what the Handbook says. So I am absolutely not sure, but I got a pretty good hint - with some indication for the logic:
"5.3.8.3. free folk mIGratIons
If there are more Free Folk in one Zone than a neighbouring Zone, a small percentage of the more populous Zone will move to the less populous Zone.
The City Level has a strong impact on Free Folk migrations. Free Folk will tend to move into Zones with higher City Levels since there is more opportunity to enjoy a higher standard of living, or for some opportunity for villainy, “bottom feeding” and trading.Having a high City Level (and a good Population Happiness and Loyalty) compared to the surrounding Zones is a good way to boost your Population levels.
Free Folk will flee Zones where they are suffering losses from Exposure."
Actually running out of credits during the turn resolution is the obvious explanation
Did you have enough credits stored when you hit "End Turn", to cover 100% of the expenses, across all expense categories?
ORIGINAL: zgrssd
Maybe you are out of money to pay the workers?
The Economics System has consumption before production and then retreival. That means you can not enough in storage, be unable to afford all the expenses, receive the penalty, but then get >0 as income - hiding the fact that you indeed went bankrupt there for a second. And this cycle fully applies to Credits as well.
And AFAIK, there is currently no proper warning in the Tooltip for this happening. The Zone Log hoever does mention something like "Failed to fullfill promises about Salary".
Though now I'd say that once you get a second zone, this is worse for items :ORIGINAL: BlueTemplar
Yeah, I name this (and the corresponding issue with items) to be the absolute *worst* issue with SE.
(EDIT : And it's even worse for credits because you don't have the arrow for the turn-by-turn changes !)
I am personally thorough enough (due to being still in the phase where I'm very engrossed with the game) to check everything every turn, but this issue completely fails the professed claim that people that don't *want* to micromanage everything won't have to, because both the (non/)decisions taken for the player (usually) won't be so bad to utterly ruin his regime *and* the game is going to warn the player if there's an urgent issue that he *must* deal with !
(Hmm, and now that I have written this, I seem to remember that at least in case of salaries, there *is* going to be a "tutorial adviser" popping up and warning the player that some of the salaries weren't paid... as long as the player didn't delete that specific warning the first time he saw it ?)
ORIGINAL: zgrssd
If it was that we could see it in the tooltip.ORIGINAL: eddieballgame
Make sure that the workers salaries are higher than the private sector folks.
Also, make sure they have something to do in their zones.
And would not see the "+2 for good pay".
Please, do not throw out ideas clearly falsified by the pictures.