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Dev's. Fix it.
Research "General Training", and don't worry about, there is not very big difference with few workers have different specialty. Better to open more shifts and make them "heavy workload".
It's odd too that they designed it this way when tropico which was done by the same team had it right. Instead of specific specializations, you had education levels. untrained, high school, college. Some jobs required a certain level of education.
The current design is really problematic and poorly thought out
1. The specialization of a colonist (geologist will alawys prefer miners)
2. The average number of workers on all Workshifts of a Dome
To explain - If you have 4 workshifts in total to a dome, each shift can have 6 workers max
Now lets say you bring your first ship of colonists you will probably only have 12, thus the game will sort it to 3 colonists per workshift
this will ignor if you had brought 4-5 geologist to work just the miner/extrator
This is why its better to specilise you domes to specific job types
This is completely feces-d. This is one of the reasons this game is such a mess.
I have a bunch of engineers. Heck, I've got a Martian University that only teaches engineering, but do those engineers want to work in the Electronics Factory? NOOOOO! They want to work at the **** Grocer! There are 3 flippin' open slots at the damn Grocer, and 20+ open slots at the **** Electronics Factory, and they'll choose to work at the Grocer!
It's not like real life where there are more supermarket jobs then engineering jobs. It's the complete opposite on my Martian colony! I have 2 Grocers with 6 whole slots, but I have an Electronics Factory, Machine Parts Factory, Polymers...etc. 40+ open slots for JUST engineers, and they all wanna work at the Diner or Grocer!
try to switch em off )
Fortunately there are already two mods out there that pretty much patch up this behaviour.
1 - Specialization filter. Adds a button on buildings so only colonists with a related specialization will work there. This can be used for things like the grocery as well to stop engineers/geologists/other trained colonists from working general jobs unspecialized colonists would be suitable for.
http://steamcommunity.com/sharedfiles/filedetails/?id=1337172830
2 - Smarter Worker & Migration AI. This mod changes colonist employment behaviour so they will only ever consider a non-specialization job if there are absolutely no other jobs available within working or migration range.
Thanks to this mod, it's finally possible to do things like have a childrens education dome inbetween multiple other domes, and as colonists breed the offspring will automatically migrate to the education dome, grow up and then migrate to whatever dome provides specialized employment options (Unless absolutely none are on offer, then they will make broader decisions).
http://steamcommunity.com/sharedfiles/filedetails/?id=1338867491
The two mods work well together, though the Smarter Worker mod author does advise making sure Specialized filter is enabled before Smarter Worker mod within the games mod manager.
Only downside to fixing the behaviour so colonists make better migration and employment decisions is it highlights some annoying little elements in how the game tracks unemployment and homeless colonists.
Using the mods (Smarter AI especially), you'll constantly be seeing homeless and unemployment figures jump then zero out again thanks to how the game treats all colonists moving domes as homeless and unemployed. And as it takes a short while for newly migrated colonists to assign themselves a new job, sometimes a colonist will migrate for a available job but by the time they get to the new dome and settle in they find the jobs are gone and may migrate yet again.
But overally it's a MASSIVE improvement over the base games lack of any kind of attention in this area, and cuts out most (if not all) the colonist micromanagement juggling and brings more focus on colony design planning to create efficient migration and employment behaviour.
Example:
http://steamcommunity.com/sharedfiles/filedetails/?id=1342357433
This is a early colony I have going on using both mods. The two domes on the left are focused on Machine part, Polymer, Metals and Rare Metals production. The dome in the middle serves as a childrens education and migration hub to bridge the two domes, with a single apartment building, housing spire, two nurseries, basic living needs and education buildings.
As the colonists in the left domes breed, their children automatically now migrate to the central dome to live in one of the two nurseries and attend the school there. As they grow up they then either move into the apartment building or spire to work the local services, or migrate back to one of the left domes to keep the factories and services there ticking over.
I've not had to drop off any new colonists in a shuttle for the middle dome, it has been populated and cycles through colonists automatically since its construction with no involvement by me.
Sadly the starting location has very little concrete, so I've got an almost constant shuttle relay bringing in more concrete to allow me to continue building up my colony.