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Employment Stats

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Posted:
Last Online: A long, long time ago... 
 

Just another note to Monte Cristo -

As population increases, it becomes harder and harder to affect the percentages on the Employment screen.  The result of this is that there are businesses looking for employees, but the Statistics still say 0% available jobs. 

The more residents you have, the less informative the employment screen is.

As you have more people, 1% equals a lot more people.   So if one business needs 5 people, that's not even going to register on the employment stats.  As a result, all my stats say 0%, even though that isn't correct. 

The end result of that, is that my businesses do not perform as well as they could, and my cashflow is directly affected.

I don't want to muddy up the employment screen too much, but maybe a 0.00% display might be more helpful and accurate.  It also might be ugly on the eyes.  Just opening this up for discussion.  I practically live by the employment stats screen.  Checking it every nearly every 30 seconds. 

-SB-

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Posted:
Last Online: A long, long time ago... 
 

I wouldn't worry so much with pop percentages, and lok more at the number of available jobs, this should show how many more residential building you need for example.

Haven't built a big city yet, so don't have all the numbers, but

1 low density residential = 1 worker

1 medium density = 2 workers,

don't have a number for high density = at a guess probably 5

So to balance a city, very easy at start -

1 Office requires 2 x Qualified worker

1 Agriculture field needs = 2 x unqual

1 heavy industry needs 2 x unqual

1 shop needs 2 unqual

After building the Mayors house, and the initial multi-resource thing, you'll need a cartain number of each to get balanced straight away, can't remember the exact number (3 x unqual + 1 qual for example)

After that just build on a 2-1 ratio, undtill med density, where requirements change -

1 med density heavy industry need 2 x unqual + 1 x qual (not at home so I don't have my notes, so this may be wrong)

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Posted:
Last Online: A long, long time ago... 
 

your population screen actually shows you the total number of available jobs as well, so if you have just a few jobs left, you won't see them in the percentages, but you will see them there.

Also, once you're in the higher population it doesn't matter that much, just try to keep unemployment between 2-5 percent for each class of workers and you'll be fine 4.gif

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Posted:
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I find it very 'safe' to allow some unemployment.

If your businesses are without one type of worker they migh fail, leaving the other types of worker unemployed. Having excess workers is stable, while excess jobs causes wild fluctuations.

Unemployment is pretty important for satisfaction.  Keeping everyone employed all the time will give you higher satisfaction, but if or when businesses do fail the satisfaction level will plummet and you'll have an exodus.

IMO don't try to force 0% unemployment, higher unemployment allows more stable growth of both business and population.

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