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pete1061

Trading people dosen't seem to work.

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this appears to be a major bug in the game.

I'm trying to trade some elites between two of my cities and it has no effect.

Manufacturing still reports a need for elites, even though the numbers in the resource window show the need satisfied.

But, in the resource window, even though the numbers show the trade, the slider graphic is still orange in the demand side.

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If you look around for a tad bit, you will find out that one does not trade workers. When someone trades away population due to unemployment and/or money concerns, that person sets all those citizens' jobs as telecommuting. When someone gets population this way, those telecommuters are only useful for building MegaStructures. Farms need farmhands, factories need assembly line workers, and offices need people to to physically be there to manage or file paper.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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

Originally posted by: pete1061

this appears to be a major bug in the game.

I'm trying to trade some elites between two of my cities and it has no effect.

Manufacturing still reports a need for elites, even though the numbers in the resource window show the need satisfied.

But, in the resource window, even though the numbers show the trade, the slider graphic is still orange in the demand side.quote>

Yes, thats is some kind of a bug. Right now, traded workers are only used for blueprints. Some player has already reported this and said once in the chat that MC is working on it.

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  • Original Poster
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    Originally posted by: Sainty

    Originally posted by: pete1061

    this appears to be a major bug in the game.

    I'm trying to trade some elites between two of my cities and it has no effect.

    Manufacturing still reports a need for elites, even though the numbers in the resource window show the need satisfied.

    But, in the resource window, even though the numbers show the trade, the slider graphic is still orange in the demand side.quote>

    Yes, thats is some kind of a bug. Right now, traded workers are only used for blueprints. Some player has already reported this and said once in the chat that MC is working on it.

    quote>

    I just got a reply to my support ticket from MC.

    They said they are very familiar with this bug, suggesting it is likely a difficult one to fix.

    Sucks though, makes it tough to make a city specializing in heavy industry and manufacturing.

    There is a point when elites just plain stop moving in.

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    If you want a city to specialize in heavy industry and manufacturing, use only low density factories. Low density factories make less pollution per token output and do not hire wealthier workers. If you want a lot dirty industry, use medium zoning. Your unqualified workers (and to a lesser extent qualified workers) do not care so much about pollution. I would put qualified workers on the other side of the city, put in no offices or high tech industry, and never to use high density heavy industry, medium density manufacturing industry, or high density manufacturing industry.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    yeah, that's the workaround for now, but they need to fix the trading system.

    Frequently, in the real world, the "elites" who run manufacturing facilities live on the other side of the world, or at least in a clean city separate from their business. They only fly in a few times a tear to check up on their investment.

    Even with other levels of population long commutes from other cities are common.

    Especially with higher level workers. The better the job pays, the further someone is willing to travel for it.

    The game's logic of elites and execs preferring to be close to work is backwards.

    It should be the unqualified workers who are unwilling to travel too far to work. There comes a point when the expense of travel takes too big of a bite out of their paycheck.

    Anyhow, the game presents all levels of population as resources to be traded independent from whatever the importing city is using them for. But the trading system is obviously broken.

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    You could also imagine that the tokens are human sacrifices that only work for MegaStructures.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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