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Also on beta branch - visit new version testing forum to get more info... this version contains some fixes which in some setups may caused failures similar than you experienced..
Could it be somewhat related to satisfaction? There are largely enough workers available for the plant but I realize I didn't set up imports for the goods in the shops and when I click on the flats it shows only a small proportion of people with a job, is that because of low satisfaction of goods in shops?
Also, I don't understand why the population information windows tells me I have a very low unemployment rate, I can't reconcile that with what the flats windows tell me (that few people have jobs).
Watch the stores and other support facilities and turn the number of workers down (+/- button at top of each building pane) to where there's just enough. Given the small size you describe typically about a 1/5th.
Assume you have 200 workers and satisfied the above. All the support above probably has 30 or so workers at any one time, there are 3 shifts so that's 90, leaving 110 for the mine, again 3 shifts so in practice you should expect to see 30-40 workers at the bus station wanting to work there.
Now if it's a 45 minute ride to the mine and you have one bus then it takes 90 minutes to make a round trip so workers who just missed the bus may give up before it returns. Consider 2 buses or more busses.
Lastly don't allow passengers and students at the bus stop unless you have a bus that's going to take them somewhere, otherwise they'll just hang out in the hopes the train to Hogwarts will show up.
So to sum up, make sure you fulfill but not over employee for all the necessities, make sure you have enough transport, make sure you don't let them thing there's transport there isn't by accepting the wrong type of transport.
The game is extremely well done and very entertaining even if some roughness was to be expected as it is only early access.
Might I just suggest that it could be very useful to be able to assign workers to jobs? Here, my mine suddenly took all workers from my electrical plant resulting in a general black out. Of course I can now reduce the number of workers in the mine but that is counterintuitive and not very practical : I would like to be able to say "fill the plant with workers at all time and if there are more, then post them at the mine" instead of "don't put more than X workers in this mine".
It would also be fitting the communist theme : in a socialist economy people just don't decide they wish to go to this building or this one, jobs could be assigned "according to plan".
After a couple of years in game, mine’s production halted, mines were powered and all was ok with the mines, except that incoming buses had 0 workers on them, I checked the other bus station and even if workers were waiting, they didn’t got in the busses going to the mine’s bus station. They all always left with passengers and students but no workers.
I played around with the buses by manually resetting the stops or changing the bus station from which to take workers, nothing. Also noticed that school and market didn’t have any workers too and I had lots of unemployed people on buildings. I decided to delete the manual assignation of workplaces for buildings and then workers started to pour in the school and market, then did the same with the bus station, removed the assigned buildings (The mines), and then busses packed with workers started to flow in. I don’t know, I have a couple of universities and thought that maybe skilled workers didn’t wanted to go to work to the mines… I don’t know… after removing the manually assigned buildings, things went back to normal..