Neverending adjustments to labor

I’ve posted elsewhere that the game requires too much micro-management. Here’s an example. A stable population number at about 360, a high pool of available laborers BUT STILL this screen will randomly show people not working assigned positions. In addition, a cruise around the map will show a position unfilled even when the slot is enabled and the screen below shows all positions filled.

Drives me nuts

Same with trash. Three compost sites surrounding town. Compost slots not filled in compost buildings. No trash being picked up.

Are your buildings turned on?

Did the labour’s die and you didn’t refill them?

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No one died, and yea the building are on. Assume I know the basics here :slight_smile: but thanks for the reply.

Sometimes it’s the basics that trip us up :grin::wink:

True, but not in this case. In this case we just have a game that doesn’t work very well yet.

Do they not pick up the waste at all? Never seen that so much pile up, tbh. Though I’d run more than three yards for 360 people.

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I never get that either… did they those people die, perhaps?

You could always play with mods, even if they’re not officially supported yet. Just make sure to take them out, verify your game files via steam and reproduce the bug first when you consider reporting a bug.

Good point. If the game provided metrics by which you could plan a service per # of people that would be great. In the meantime it’s guesswork.

My death rate is very low and none of the waste collectors have died. As far as the other jobs that suddenly aren’t populated they aren’t deaths either. Just random changes by the game.

The game cannot possibly provide it. Have a road all the way through town? The yard becomes more effective. Put it too far away? It can service fewer homes. Have the worker live on the other side of the map? They’ll never even make it.

You’d need quite some experience to know beforehand how many compost yards with an efficient setup should surfice for your town. But when you’re not such an experienced player, you can simply - add another when you see shelters with waste accumulating. I would’ve added another one long before the game shows me that many shelters with red warnings.

And isn’t that how the town would react as well? They’re not sure how much shit Jim can shovel, better put Pete on the job too when the town starts stinking. :wink:

Never seen that bug before, but I’m sure the devs would appreciate it if you report it (and search the bug forum first, maybe I’m just oblivious to it). Maybe you can even provide them with your save game file?

The compost sites are on the main road that runs through the town. Not far from the town center. This happens randomly. It’s not connected to a population increase either. Just sometimes trash isn’t picked up, and sometimes it is.

I’ve played for about 200 hours so far so I’m familiar with the mechanics.

You misunderstood me. I wasn’t saying you set it up inefficiently. I meant to say the game cannot give you the metrics you asked for, when they rely on that many variables (such as a connected artery street through town, close proximity, a healthy, well supplied worker etc).

This comment basically describes what I meant to say.

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Sure it can. Other sims report potential issues in advance and give you the info needed to fix stuff before it blows up. FF can do a much better job with this by simply being more familiar with how sims are built.

That’s super vague.

I do think FF can provide more information in this direction with a number of buildings and mechanics, like how much a villager consumes per month or year, or how fast trees regrow (especially because it’s not exactly the decades an oak would take IRL).
But you want the game to provide you with how many people a service could provide for, when that ranges from 0 to 100 or so. That’s a very different story.

I guess they could test how many people they could take care off with the optimal setup and provide that number as a maximum, but that would just lead everyone to construct too few of said building, as most would never reach that maximum in their games.

The only other thing I would see is:

  1. Your collectors are full and …
  2. You’re still playing 0.7.5f where they won’t dump the excess to continue working (or 0.7.6 but the functionality is bugged)

Other than that I don’t see … but yes, 3 collectors for 360 is low.
I usually go for:

  • (population / 100) +1

Currently have 12 for a city of 1k people (even-though 9 was still working with the occasional building where it would stack).
And I put collectors all around my town, not all together on a single side (don’t know how you place yours).

Here are a couple examples from CS

For example, you may see industrial or commercial buildings complain “not enough goods” or “not enough buyers”. When you begin to approach the limit of water coverage in a city you’ll see a flickering water icon above the buildings which reminds you to install another water tower or water pump.

But loads of your shelters display a warning of waste piling up…? Isn’t that exactly what you’re asking for, warning signs over the shelters not getting visited by the compost yard often enough? How is that different to C:S’s crime warnings when the police cars can’t reach those houses (or the dead piling up with not enough hearses etc.)?

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