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When you increase the budget on the teamsters each teamster can carry a bigger load. In the Colonial Era that is a big plus, but by the time you get to the Modern Era, the default amount is likely bigger than any of your builds are going to produce, so there is no real advantage to paying the teamsters more.
I was thinking more about the production jobs, like plantations, ranches, distilleries, etc. Seems like mostly upside to increasing the budget, unless you don't have enough raw resources to process at an industrial plant, for example.
Related to educated jobs, do you always have to hire foreign workers specifically for those, or will educated workers just show up eventually on their own. I.e., if you build it, they will come.
Yes, but what I meant was that if you make it free to live there, you end up footing the entire bill, which eats into your funds. Whereas if everybody has a job and is at least poor, I think they pay something to live in the bunkhouses with the default housing mode, unless I'm mistaken.
Thanks, I've been doing all right so far, but I'm going to have to start paying more attention to these little things. Should I assume that more highly-educated citizens have a higher needs threshold, so they get unhappier faster about living on a squalid island? I mean, that would make sense, but it doesn't mean that the devs designed it that way.
With industrial buildings, I actually wasn't even thinking about this at all. I only started wondering once I got some wind in my sails and wanted to build the library and newspaper building.
Why don't you build houses? Because of the cost of it? Or is there really no appreciable advantage to letting people live in shacks as opposed to bunkhouses in the early game?
The biggest problem isn't the service demands educated citizens have (which are based more on wealth / faction than education level, but there's obviously some correlation there). I generally have far too many educated citizens, most of whom prefer unemployment to taking an uneducated job. I'm not sure exactly what determines whether they do, but having a ton of broke citizens AND dozens of unfilled critical infrastructure and basic-goods jobs makes for an challenging spiral to work yourself out of.
First, what determines whether a character is poor or well-off, etc.? I assume it's based upon combined salary of the family members or something? But does anybody know what the thresholds are?
Second, is there any reason to prefer using apartments over 3 side-by-side houses? Because it's only one less family, but the housing quality is much better and you also earn slightly more per household. Something I'm missing? Perhaps is it really just apartments being somewhat cheaper to build and holding one more household?
You are going to be really good at this game...
I don't know for certain, but I think you're correct, family wealth is determined by the combined income of the parents. But if the family has children, the average wealth drops. I saw a family move from a bunkhouse to an apartment after I implemented child benefits, and edict that costs 3$ per child but disregards children when calculating the average wealth of a family.
They also require better living standards, so more expensive houses.
So you have to keep on growing so there is always new people for the "bad" jobs, and do not activate the free housing edict, that will kill you out right if you grow fast with wealthy citizen.
Thanks. I did try cranking up the pay at my plantations and other production buildings requiring low education. Didn't properly test it, though, because I had built a second dock, which seemed to mess everything up. I've started a new game since then, though, and I'm getting everything sorted out. I'm going to re-test it.
Yeah, I always run that edict, because it's important to me to get people out of shacks, especially, and bunkhouses, too, if possible. I think it goes down to $1 per child after it upgrades.