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In my experience the game likes to round for displaying, but the actual decimal is not discarded. I imagine that at least the first two decimals are kept and applied, but honestly the decimals of productivity hardly matter for factory production or service capacity.
At low levels of health (< 35%?) citizens will not work at all and below 20% (?) they will require an ambulance to save them. Lacking food lowers health (and happiness and loyalty), so it doesn't really matter.
Citizens that went to school/university tend to get a loyalty boost from their teachers. So long as your citizens have their needs met, this boost can last a long time (calendar years even).
I think the intent is to bring up freshly turned adults/workers to the average loyalty of a republic with radio/TV, which children cannot enjoy until they become adults and get their own flat. Prisons do something similar.
I think only happiness and loyalty losses scale with the citizens reaction setting while the formula remains the same, but I could be wrong.
If i have time i'll try to see why, One set of data was from very stable (over course of 2 years) but a bit artificial town that i was using to check other things... and looking at the people over few days was barely moving the neddle (biggest changes were after visitig a doc after being sick, but the itself error barely moved).
Alcochol, crime, culture, clothes, church, sports, electronics, loyality multiplier does not have an impact on the productivity value shown in window (thou it technically could be a factor for actual productivity as these window values are often duplicate equations that can diverge from actual ones over time).
Idk if i'll be able to finish before weekend so leaving this here for now.
ps: oh and as far as i can see there should be no need to wait for citizen to finish work, as its a momentary value anyways (it is refreshed in real time even when game is paused), and likely a non visible decimal points are just shifting around.
Happiness 0.8
Food 0.225
Health 0.27
Loyality 0.52
Then the formula for productivity goes like this (divided into 4 lines for clarity):
(1 - 0.8 * (1 - happiness percentage)) *
(1 - 0.225 * (1 - food percentage)) *
(1 - 0.27 * (1 - health percentage)) *
(1 - 0.52 * (1 - loyality percentage)) * 1.5
So in practice the easiest way to think about the multipliers is that they control the penalty to productivity based on how unhappy/unhealthy/hungry/disloyal citizen is.
For example: with 85% food being 15% hunger, it drops the absolute productivity by 15% times 0.225 = 3.3%. The trick is that all the effects are multiplicative and it works off "full" productivity, which is 150%, so the real effect on the number in game will be close to 2%.
Also the game seems to trucate the values in the window rather than rounding it, so each need can be as much as 1% higher, cascading the error calculation error toward lower productivity.
Minimum productivity is 30% (hard cap). There is no upper cap, but all the needs at 100% will give us productivity of 150%. The values are all for Realistic difficulty.
edit: cleaned the equations up
Therefore, the precision is approximately 6 digits (plus the exponent). Rounding is only done during output.