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Someone else correctly pointed out in another thread that certain civic traits like the Megacorporation 'Indentured Assets' force a 40% conversion of your workers into slaves, this seems to be the thing that is breaking the worker allocation behaviour in some instances like my own.
If I manually lower priority on mines/farms the system will openly allocate those indentured slaves to other work jobs but still not allocate any existing unemployed workers. Otherwise if left to make its own decisions openly it will always try to force these slaves into mine/farm work at the expense of ensuring all population are employed.
this plus minus plus is absolutely ridiculous
The problem was that the clerk job can't be done by a robot pop. However, slaves which can do the clerk job evaluate higher than robots for mineral jobs (because they produce more). To solve this I cranked the weight on pops with the mechanical trait (robots) on jobs they could do. That way the AI will priortize work they can do.
https://steamcommunity.com/sharedfiles/filedetails/?id=1584133829
new game, 13 specialist jobs, 13 specialists are employed
15 worker jobs, 15 worker jobs empty
15 workers unemployed.
no jobs are disabled, my workers are not working at all, it's frustrating.
I have a conquered alien planet. It has 6 worker stratum jobs open. When I move robots to the planet, they take Specialist jobs and displace specialist organic pops instead.
None of the job positions are de-prioritized. I'm not sure why this planet specifically has worker spaces open which none of the workers will take.
Slaves are better, work harder, eat and need less, and once no longer needed, can provide your people with a rich nutrient paste.
Option B: Put all your lazy pops on an expendable planet, wait for them to rebel, and either
armaggedon bombardment or crack the planet.
Option C: Transfer them to an expendable planet/habitat in a system bordering another empire, give the system containing the planet to other empire.
Option D: Wait until they decide to work again but at the cost of your economy tanking because of these freeloaders
If that triangular icon is brown/bronze, the unemployed are worker-class citizens.
If that triangular icon is gray/silver, the unemployed are specialist-class citizens.
If that triangular icon is yellow/gold, the unemployed are ruler-class citizens.
They will not immediately take a lower-class job, but if you wait long enough they will demote themselves and accept it. Or emigrate to another planet.
Generally, it seems utopian living standard is not that great cause you don't want unemployed anyway. So the cost of goods is a happiness bonus and no loss to unemployed.
Generally rouge servitor is more likely to want to pay more because each bio trophy gives % which helps boost consumer jobs to compensate for higher pop good usage. Of course the good production uses minerals that the slaver is able to cheaply make due to abusing pops heh heh heh.
version 2.2 of game is good amount in past so likely many systems don't work the same. So its going to get harder for the player base with newer versions to assist the more so the gap becomes.