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because there seems to be a massive penalty if workload is low
e:
https://steamcommunity.com/profiles/76561197991900746/screenshot/2510269911790411402/
https://steamcommunity.com/profiles/76561197991900746/screenshot/2510269911790417309/
adding 1 worker slams the output massiv here
one with 6 (100% 6.00 base prod) workers estimated 23 prod.
and one with 7 (36% 2.52base prod) having only 14 prod.
if at all 1 more to fetch stuff should raise not lower prod since no work interuption to get stuff.
there is a direct "low workload" penalty it seems.
so the question is, why does a lower workload reduce the production when it means that the same amount of work is split to more people?
might it be that the "low workload" is calculated as "to high workload" instead?
dude higher workload means more to do per worker.
lower means less per worker.
so why is lower worse?
if they just stand around it should not reduce the prod output but simply not improve.
it activly reduces the output when having more workers thus lower workload thus less output.
it`s the 7 peps at 36% w-load that have lower output not the 6 at 100% w-load.
100% should mean "to much to do / max prod with workforce" adding a worker should help with the work not hinder it.
it`s a 6 station shop so 1 carrier to deliver stuff should not crash the output but keep others working and raise the output.
and no the warehouse is on the otherside of the road (~20 tlies away) housing is about 30-100 tiles away from the shop.
they are not stuck and do work.
Lower workload means that the workers are wasting time. 100% workload means they are working at capacity.
You should aim for 100%. Anything below is "bad" =), at least for production/workforce
i know but why is it reducing the production to have idlers?
inefficient sure but it should not crash the output if they just stand around doing nothing.
6 workers 24 est prod per year.
7 workers 13 est prod per year.
same shop just 1 worker more loses 11 est prod, why?
if they would be over worked seems right but if they have a light workload losing capacity?
I don't think it is the equation that is affecting the idlers. I think it is the idlers that make up the equation, but I don't know. You should take this through discord. Very interesting if what you say is true but I have no time to test it atm.
If you have the time you should test the ACTUAL numbers. I.e Load up the same save and with different number of emplyees "physically" COUNT the actual number they produce.
probably should but that has to wait.
no time right now.
if you have 6 dudes allocated but only 3 can work, you will only get half the output, thats when the game shows you 50% workload.
if all 6 work, workload is 100%
the output of your entire workshops is calculated for all workers working at 100% workload.
so when you set up a shop needing 6 workers telling you to produce 6 furniture that means this workshop will produce 6 furniture with 100% wordload.
if fo some reason your workload drops to 50% you only get 50% output, thats just how it wrks.
you need to fgure out whats the issue for workload reduction.
if they do not have enough material for example and half are idlug, you have 6 ppl with a workload of 50% efficiently making only 3 work, or everoyne works but just idles around half their time. check the storage of the workshop, is it full? if they need to wait for stuff to be collected they cannot work. so properly size the storage if that is the issue.
can you show us the workhop you set up?
oh btw workshops are inheriently more complicated, because workers only work at workbenche stations with those arrows, each tile containing such arrow is for 1 worker.
some workbenches are less efficient in terms of employees/tiles than others because they add more workspace but also more decorational tiles. and some therefore have a worse workspace/decorationtile ratio