Search - wages
nunez499 said:I've noticed in the outflow of the money resource wages and welfare.
Welfare could be salary and wages the wages set from the policy. Except my wages in the outflow were 5,7mil. I have it set at 10 dollars and I have 200k pop. If every colonist gets 10 dollar
it can't be more than 2 mil. And I have the salaries set higher than the 10 dollars for wages, so something is not right about those figures.
It sounds like you're confusing three things. Welfare is a base pay each of your colonists gets regaurdless of employment, while salaries that you said you have set higher than 10 dollars are added on top of that for colonists employed in those jobs. So if you pay your botanists $10 and you have a welfare of $10, you pay that colonist $20. Since you said your salaries are set somewhat higher than $10, and at $10 you expect wages to be 2 million, if you have the average salary set to $18.50 your numbers work out.
I've noticed in the outflow of the money resource wages and welfare.
Welfare could be salary and wages the wages set from the policy. Except my wages in the outflow were 5,7mil. I have it set at 10 dollars and I have 200k pop. If every colonist gets 10 dollar
it can't be more than 2 mil. And I have the salaries set higher than the 10 dollars for wages, so something is not right about those figures.
Welfare could be salary and wages the wages set from the policy. Except my wages in the outflow were 5,7mil. I have it set at 10 dollars and I have 200k pop. If every colonist gets 10 dollar
it can't be more than 2 mil. And I have the salaries set higher than the 10 dollars for wages, so something is not right about those figures.
The upcoming v1.22.0 release of My Colony is going to be introducing a significant change to the economics of My Colony, and some players may need to adjust their strategies in order to compensate.
The lowly workers of the My Colony Universe have decided that enough is enough, and they have been treated poorly by their overlords for far too long. They have been forces to scrape by on poverty wages, while their colonial masters have stashed away trillions and trillions of the generic Money currency, and now they want their piece of the pie.
Before now, colonists did not really care what or how much they were paid, they just dutifully did their jobs without complaint. Soon, failing to pay your colonists what they feel is an appropriate wage will result in a significant hit to your approval rating and a decline in production output. If left unchecked for too long, workers may even go on strike!
Here is how the new system works. Before, the poverty level was calculated, but being in poverty did not actually impact the game in any way. Now, workers in poverty will end up resorting to crime in order to make ends meet. This will lower your production output and land values across the board. So at the very least, you will want to make sure to keep wages above the poverty line, to avoid sending your colony into a criminal death spiral.
After poverty though, colonists will now start to become aware of their station in the social hierarchy. In particular, colonists will compare their annual salaries to the GDP per capita of the overall colony. If your colony is raking in record GDP and profits and your colonists are getting paid scraps, they will become angry, impacting your overall approval. However, if the situation persists and wages are significantly below GDP per capita, there will be a chance for workers to go on strike.
Strikes will happen based on occupation. For instance, the "Scientists Union" may choose to go on strike, effectively shutting down all structures that employ scientists. This can quickly destroy an economy, so you want to try to avoid a strike at all costs.
Anyway, the new wage/approval system is but one of many exciting new features coming to My Colony v1.22.0, so stay tuned for more updates!
The lowly workers of the My Colony Universe have decided that enough is enough, and they have been treated poorly by their overlords for far too long. They have been forces to scrape by on poverty wages, while their colonial masters have stashed away trillions and trillions of the generic Money currency, and now they want their piece of the pie.
Before now, colonists did not really care what or how much they were paid, they just dutifully did their jobs without complaint. Soon, failing to pay your colonists what they feel is an appropriate wage will result in a significant hit to your approval rating and a decline in production output. If left unchecked for too long, workers may even go on strike!
Here is how the new system works. Before, the poverty level was calculated, but being in poverty did not actually impact the game in any way. Now, workers in poverty will end up resorting to crime in order to make ends meet. This will lower your production output and land values across the board. So at the very least, you will want to make sure to keep wages above the poverty line, to avoid sending your colony into a criminal death spiral.
After poverty though, colonists will now start to become aware of their station in the social hierarchy. In particular, colonists will compare their annual salaries to the GDP per capita of the overall colony. If your colony is raking in record GDP and profits and your colonists are getting paid scraps, they will become angry, impacting your overall approval. However, if the situation persists and wages are significantly below GDP per capita, there will be a chance for workers to go on strike.
Strikes will happen based on occupation. For instance, the "Scientists Union" may choose to go on strike, effectively shutting down all structures that employ scientists. This can quickly destroy an economy, so you want to try to avoid a strike at all costs.
Anyway, the new wage/approval system is but one of many exciting new features coming to My Colony v1.22.0, so stay tuned for more updates!
So I haven't been receiving any money from the colony I am supposed to start of ( I don't remember right now how it is called so sorry about that ). Which meant that I had to pay all of the wages by my self as well as pay the taxes, in addition to that every time I pay the wages for my people it might say for example "you have to pay 20,000 $ " but when I pay it say "you paid 24,000 $" and that is actually the amount of money I actually pay for. But there is even more to that, when I choose from the policies the tax collection it let me know that I am going to get for example 200,000 $ but when I press ok and send the command I get way less money than what it showed me. So can anyone help? I am really loosing a lot of money for no reason which slows my colony down. Also if you know any better colony that will help me grow let me know and send the charter here. Thank you for your time.
My point is not about the numbers, but the naming. Welfare = wages (from the policy menu) and wages = salary...
Is there a way that we could make a graph or visual aid that would allow you to better see exactly how much money your making vs spending. I raise this question in particular regards to setting a living wage and labor wages. It is very difficult to know how much room I have to increase wages and living wage before I were to overcome how much im making. I would love some input if anyone else agrees or has something to add. Thanks!
Nunez we mean that child colonies sometimes set their colonists wages to millions or more each in order to steal money out of their mother colony's payroll assist. Although a cap on colonist wages would also fix the problem.
finally, i got the time to write this post! well, soon after regions have come up, it almost feels like single maps have been almost died down, as they are much more harder to manage.
Firstly i would really want this feature to be implemented as its one of the best tools in visualizing the problems: https://www.ape-apps.com/viewpage.php?p=29766
PART 1 Movement
now first part of the single maps revival: the biggest problem i have faced is the movement through the map. most single map players complaint about the long time taken to move from one place of the map to other. for this, like there is a button that makes a building the center, so let the colony be divided into segments of 100x100, and each completed 100x100 segment gets 1 center. so in the take to center button near the bulldozer tool, shows you a small grid of x by x where x= GIF of (1 dimension of colony/100)
so suppose you have 400x400 colony, you'll see a 4x4 grid, upon clicking the 'Take to center' button, and then you can choose any of the blocks that you want to move to without having to move through the whole map. so now when you'll be selecting a building to mark as center, it will get added in the grid corresponding to its location/plot which it lies in
PART 2 Central Tile
Now question arises, if the building lies on border of two plots, where would it go in the grid if its marked as centre. for this i have formulated a system called as the central tile of building, which will be used, not just for this but further in part 3&4 to decide in which plot the building lies, to decide in which plot does the building lie. the central tile is decided through the following rules
So for square buildings of size:
odd*odd sized building, the actual central tile
even*even sized building the top tile in the central square
for rectangular buildings
odd*odd, it will again have a central tile in similar fashion of the odd sized square
even*even sized rectangle, again find the central square and choose the top tile
even*odd, you pick the middle row/column perpendicular to the odd side and of the two central tiles, you pick the top one
PART 3 Policy Micromanagement
so the thing is, why am so much looking for those 100x100 size plot grid is we can introduce another building which can manage the policies in that particular plot. so if the overlays that have been suggested in the post linked at the very beginning, gets implemented, there needs to be a much more efficient way of managing them
like if there is a problem of fatigue in one of the grids, due to commute lengths, rather than doing fire drill in entire map, you can fire drill only in that particular plot to reshuffle the people. also you can change labour costs for different occupations in different zones, to attract the immigration in that plot, as usually as map gets bigger, the immigration sites are way farther. so like i was building the IT complexes, and i want people to come in those first before going to the small server building, i'll just reduce scientist wages in the small server area, and increase their wages in the area of it complexes to start getting softwares
i request for suggestions where to keep the research to unlock the buildings that manage policy of the plot.
PART 4 Policy and Stats overview
probably will take some time to implement, but i believe, this would drastically improve the policy management and as well bring single maps closer to regions, in terms of data that can be accessed. this is further divided into two major changes: one in stats window and other in policy.
Stats: so in the stats, under overview, similar grid will be shown as discussed in part 1, where upon clicking the tile, it will open a new stat window which has info regarding only that particular plot, including pop, employment, and so on, except CW, and embassy stuff, which can be directly accessed through the main stats window
Policy:similar to the grid in stats, upon opening the policy tab from side bar, it will as well have a grid along with two other buttons, '#colony_name' and 'Resent Policies'. you would have already guessed, but upon clicking the tile on grid, it will show the policy that has been set in that particular plot. the #colony_name button shows the policy that have been set for the entire colony through either consulate or capitol. and 'reset policies' changes the policies of all the plots to that as of the entire colony.
I know it would be pretty tough and time taking to get this added, but it would make management of single cites much more better and bearable. hence i have divided it into parts so that it can be added one after other.
Firstly i would really want this feature to be implemented as its one of the best tools in visualizing the problems: https://www.ape-apps.com/viewpage.php?p=29766
PART 1 Movement
now first part of the single maps revival: the biggest problem i have faced is the movement through the map. most single map players complaint about the long time taken to move from one place of the map to other. for this, like there is a button that makes a building the center, so let the colony be divided into segments of 100x100, and each completed 100x100 segment gets 1 center. so in the take to center button near the bulldozer tool, shows you a small grid of x by x where x= GIF of (1 dimension of colony/100)
so suppose you have 400x400 colony, you'll see a 4x4 grid, upon clicking the 'Take to center' button, and then you can choose any of the blocks that you want to move to without having to move through the whole map. so now when you'll be selecting a building to mark as center, it will get added in the grid corresponding to its location/plot which it lies in
PART 2 Central Tile
Now question arises, if the building lies on border of two plots, where would it go in the grid if its marked as centre. for this i have formulated a system called as the central tile of building, which will be used, not just for this but further in part 3&4 to decide in which plot the building lies, to decide in which plot does the building lie. the central tile is decided through the following rules
So for square buildings of size:
odd*odd sized building, the actual central tile
even*even sized building the top tile in the central square
for rectangular buildings
odd*odd, it will again have a central tile in similar fashion of the odd sized square
even*even sized rectangle, again find the central square and choose the top tile
even*odd, you pick the middle row/column perpendicular to the odd side and of the two central tiles, you pick the top one
PART 3 Policy Micromanagement
so the thing is, why am so much looking for those 100x100 size plot grid is we can introduce another building which can manage the policies in that particular plot. so if the overlays that have been suggested in the post linked at the very beginning, gets implemented, there needs to be a much more efficient way of managing them
like if there is a problem of fatigue in one of the grids, due to commute lengths, rather than doing fire drill in entire map, you can fire drill only in that particular plot to reshuffle the people. also you can change labour costs for different occupations in different zones, to attract the immigration in that plot, as usually as map gets bigger, the immigration sites are way farther. so like i was building the IT complexes, and i want people to come in those first before going to the small server building, i'll just reduce scientist wages in the small server area, and increase their wages in the area of it complexes to start getting softwares
i request for suggestions where to keep the research to unlock the buildings that manage policy of the plot.
PART 4 Policy and Stats overview
probably will take some time to implement, but i believe, this would drastically improve the policy management and as well bring single maps closer to regions, in terms of data that can be accessed. this is further divided into two major changes: one in stats window and other in policy.
Stats: so in the stats, under overview, similar grid will be shown as discussed in part 1, where upon clicking the tile, it will open a new stat window which has info regarding only that particular plot, including pop, employment, and so on, except CW, and embassy stuff, which can be directly accessed through the main stats window
Policy:similar to the grid in stats, upon opening the policy tab from side bar, it will as well have a grid along with two other buttons, '#colony_name' and 'Resent Policies'. you would have already guessed, but upon clicking the tile on grid, it will show the policy that has been set in that particular plot. the #colony_name button shows the policy that have been set for the entire colony through either consulate or capitol. and 'reset policies' changes the policies of all the plots to that as of the entire colony.
I know it would be pretty tough and time taking to get this added, but it would make management of single cites much more better and bearable. hence i have divided it into parts so that it can be added one after other.
There is currently no benefit to having more than one HR manager :-/
Storage is needed for resource production, such as lumber, oil, meat, etc.
Raising wages will have more benefits in the future, but it currently impacts the political elections, when wages are too low, the voters choose politicians that will force you to up the minimum wage (and probably taxes too)
Storage is needed for resource production, such as lumber, oil, meat, etc.
Raising wages will have more benefits in the future, but it currently impacts the political elections, when wages are too low, the voters choose politicians that will force you to up the minimum wage (and probably taxes too)
@bastecklein is there going to be a fix for the regional bus system? Currently remote workers are capped at 950 regardless of population, and most of those remote workers do not end up being accounted for in neighbouring cities (e.g. jobs are still not being taken up). I've tried raising wages in peripheral cities twice or thrice that of the origin city, but it seems that colonists in the origin city would rather endure way lower wages and sky high unemployment rates than work in other cities
My origin city has at least 3 bus authority buildings beside every housing district, and there are road that directly connect to the adjacent city
My origin city has at least 3 bus authority buildings beside every housing district, and there are road that directly connect to the adjacent city
Today I am finishing up and releasing the v1.22.0 update to the original My Colony, which includes a whole bunch of under-the-hood changes and a bit of new content. So what are we looking at in this release? Let's find out!
In the previous release notes for MC1, I mentioned that I was thinking about offering limited time release "collectors" edition buildings that you could get with Ape Coins for those who were interested. In this update I am testing the system out to see how it works, with the trial of a Dev Solar Panel structure (which you can see in the image above, modeled after the MC2 solar panel somewhat).
Here is how the system is (supposed) to work, which will probably need ironed out over the coming updates, but is in active testing right now. From time to time, new limited edition buildings will be made available that you can get with Ape Coins. When there is a new building available, you will see a notice on the construction sidebar like this:
Clicking on the notification will bring up a window that shows all of the current limited edition structures that are available (currently, only the testing structure is there).
This structures are purchased with Ape Coins and are tied to your Ape Apps Account, meaning that you can use them on any city on your account, and you can build as many of them as you wish. You will notice that you are able to buy multiple "copies" of them as well. The reasoning is to facilitate either trade, or to allow you to gift them to your friends who may not be able to afford them.
To trade structures with other players, you can bring up their profile card by either clicking on one of their chat messages as usual, or selecting them from your Friends list in the statistics window. Once opened, you will see two new buttons in the corner.
The Coin button allows you to just gift Ape Coins to another player. This is generally so that you can help a friend/family member buy Premium or extra content themselves using Ape Coins. You could already donate Ape Coins to another player using the Ape Apps website, but this just makes it easier, and since people have asked for the feature, they obviously did not know that the option existed on the website anyway.
The Trade looking button allows you to offer one of your purchased buildings to another player. You first select one of your owned buildings, and you then select a price. You are able to select anything between Free and 500 Ape Coins. If you want to work out a deal for more than 500 Ape Coins or for something other than Ape Coins, you will have to facilitate it outside of the app, and that is up to you. Once the offer is made, it is sent to the other player who then has one week to either accept or reject it. If they accept, the ownership of the structure is transferred over to their account.
If you look at the image above, the little golden wrench in the corner of the solar panel icon is the Set/Series icon for the structure. Collectable structures will be grouped into different sets. I am going to be working on adding a Collectables section to the Encyclopedia that will show all of the sets, all of the buildings in them, and their rarity, or how many "copies" of each building are in existence, this way in the future, people who are collecting or trading them will have an idea of their relative value.
So that is what I have so far on the collectables system. This update is for testing and refining the system, and in mid-October I plan to start releasing the first "real" buildings and sets, starting with a Halloween themed set.
I want to note that the whole collectable buildings system is meant for people who are interested in collecting things and also just want to add some extra "flare" to their colonies, and also to help support the further development of the game. There will not be any OP type structures, or structures that give a big leg up in the game. This system is going to be more for fun.
Ok so moving past the collectables stuff, this update makes a change to Poverty and Wages. Before now, it really didn't matter if you paid your colonists or not, but now it does. Colonists living under the poverty line will contribute to your disapproval rating, as will colonists earning a wage that is far below your GDP per capita. To help work your numbers out, I have added a breakdown of the monthly income and poverty levels, since the colonist salary settings are set on a monthly basis.
Right now excessive poverty will cause the crime rate in your city to rise, further damaging work efficiency and approval rating. I was planning on also making the workers go on strike, but upon testing it ended up bring pretty brutal, so I will hold off on implementing that part of it, until people can get their workers wages normalized.
This update also brings a change to Charter Codes. Since there have been a lot of charter code collisions with new colonies, all new charter codes are now 10 characters long instead of 8. @Sobeirannovaocc I hope that does not cause problems for Coloniae or any of your other tools!
Moving on. I have also basically rewritten the entire layout for Desktop, Mobile and TV of the game. I have done testing on each platform, so I hope it's not messed up, but please let me know in this thread if the layout is jacked up anywhere so I can get it fixed. For those who do not know, My Colony is written in HTML/Javascript, and I have moved the HUD UI from using absolute positioned elements to using CSS grid, like My Colony 2 does. Again, I pretty much changed everything in the stylesheets, and I think it basically looks the same as it did before, but please let me know if I borked something!
Next up, buildings in the Construction sidebar are now sorted, instead of just being thrown in there in the order that they were added to the game. The sorting uses pretty much the same scheme that My Colony 2 does, putting roads at the top, and then sorting everything else by price. Whether or not you think this is better or worse I suppose will depend on the player.
Finally, let's get to the new content in this update! I have added a new tech called the Military Industrial Complex, which in turn unlocks a new Weapons Factory which produces a new resource of Weapons of Mass Destruction! Once you have some WMD's, you can create the new Octagon structure, a military HQ that sends Starships and WMD's out into space and brings back plunder. It should be noted that the Octagon was originally going to be the Hexagon which I think sounds cooler, but I tell you that I spent a whole afternoon trying to draw a decent looking Hexagon shaped building and I just couldn't make it look right, so here we are with an Octagon instead. Deal with it!
So anyway, that about covers it for this release. The new Starship and Military content I think will fit hand-in-hand with the content coming next update, a new Dark Matter tech tree with accompanying structures that is being created by @Electrogamer1943 that you can all expect in the next update. On top of that, you can look for the new Halloween content pack coming later next month!
As always, thanks for playing the game, let me know what issues you find, and stay tuned for more!
#mycolony
In the previous release notes for MC1, I mentioned that I was thinking about offering limited time release "collectors" edition buildings that you could get with Ape Coins for those who were interested. In this update I am testing the system out to see how it works, with the trial of a Dev Solar Panel structure (which you can see in the image above, modeled after the MC2 solar panel somewhat).
Here is how the system is (supposed) to work, which will probably need ironed out over the coming updates, but is in active testing right now. From time to time, new limited edition buildings will be made available that you can get with Ape Coins. When there is a new building available, you will see a notice on the construction sidebar like this:
Clicking on the notification will bring up a window that shows all of the current limited edition structures that are available (currently, only the testing structure is there).
This structures are purchased with Ape Coins and are tied to your Ape Apps Account, meaning that you can use them on any city on your account, and you can build as many of them as you wish. You will notice that you are able to buy multiple "copies" of them as well. The reasoning is to facilitate either trade, or to allow you to gift them to your friends who may not be able to afford them.
To trade structures with other players, you can bring up their profile card by either clicking on one of their chat messages as usual, or selecting them from your Friends list in the statistics window. Once opened, you will see two new buttons in the corner.
The Coin button allows you to just gift Ape Coins to another player. This is generally so that you can help a friend/family member buy Premium or extra content themselves using Ape Coins. You could already donate Ape Coins to another player using the Ape Apps website, but this just makes it easier, and since people have asked for the feature, they obviously did not know that the option existed on the website anyway.
The Trade looking button allows you to offer one of your purchased buildings to another player. You first select one of your owned buildings, and you then select a price. You are able to select anything between Free and 500 Ape Coins. If you want to work out a deal for more than 500 Ape Coins or for something other than Ape Coins, you will have to facilitate it outside of the app, and that is up to you. Once the offer is made, it is sent to the other player who then has one week to either accept or reject it. If they accept, the ownership of the structure is transferred over to their account.
If you look at the image above, the little golden wrench in the corner of the solar panel icon is the Set/Series icon for the structure. Collectable structures will be grouped into different sets. I am going to be working on adding a Collectables section to the Encyclopedia that will show all of the sets, all of the buildings in them, and their rarity, or how many "copies" of each building are in existence, this way in the future, people who are collecting or trading them will have an idea of their relative value.
So that is what I have so far on the collectables system. This update is for testing and refining the system, and in mid-October I plan to start releasing the first "real" buildings and sets, starting with a Halloween themed set.
I want to note that the whole collectable buildings system is meant for people who are interested in collecting things and also just want to add some extra "flare" to their colonies, and also to help support the further development of the game. There will not be any OP type structures, or structures that give a big leg up in the game. This system is going to be more for fun.
Ok so moving past the collectables stuff, this update makes a change to Poverty and Wages. Before now, it really didn't matter if you paid your colonists or not, but now it does. Colonists living under the poverty line will contribute to your disapproval rating, as will colonists earning a wage that is far below your GDP per capita. To help work your numbers out, I have added a breakdown of the monthly income and poverty levels, since the colonist salary settings are set on a monthly basis.
Right now excessive poverty will cause the crime rate in your city to rise, further damaging work efficiency and approval rating. I was planning on also making the workers go on strike, but upon testing it ended up bring pretty brutal, so I will hold off on implementing that part of it, until people can get their workers wages normalized.
This update also brings a change to Charter Codes. Since there have been a lot of charter code collisions with new colonies, all new charter codes are now 10 characters long instead of 8. @Sobeirannovaocc I hope that does not cause problems for Coloniae or any of your other tools!
Moving on. I have also basically rewritten the entire layout for Desktop, Mobile and TV of the game. I have done testing on each platform, so I hope it's not messed up, but please let me know in this thread if the layout is jacked up anywhere so I can get it fixed. For those who do not know, My Colony is written in HTML/Javascript, and I have moved the HUD UI from using absolute positioned elements to using CSS grid, like My Colony 2 does. Again, I pretty much changed everything in the stylesheets, and I think it basically looks the same as it did before, but please let me know if I borked something!
Next up, buildings in the Construction sidebar are now sorted, instead of just being thrown in there in the order that they were added to the game. The sorting uses pretty much the same scheme that My Colony 2 does, putting roads at the top, and then sorting everything else by price. Whether or not you think this is better or worse I suppose will depend on the player.
Finally, let's get to the new content in this update! I have added a new tech called the Military Industrial Complex, which in turn unlocks a new Weapons Factory which produces a new resource of Weapons of Mass Destruction! Once you have some WMD's, you can create the new Octagon structure, a military HQ that sends Starships and WMD's out into space and brings back plunder. It should be noted that the Octagon was originally going to be the Hexagon which I think sounds cooler, but I tell you that I spent a whole afternoon trying to draw a decent looking Hexagon shaped building and I just couldn't make it look right, so here we are with an Octagon instead. Deal with it!
So anyway, that about covers it for this release. The new Starship and Military content I think will fit hand-in-hand with the content coming next update, a new Dark Matter tech tree with accompanying structures that is being created by @Electrogamer1943 that you can all expect in the next update. On top of that, you can look for the new Halloween content pack coming later next month!
As always, thanks for playing the game, let me know what issues you find, and stay tuned for more!
#mycolony
How do I increase my workers' wages?
You can set a living wage that everyone gets in a consulate or unlock solar governance and build a level 2 consulate which lets you change the wages for individual professions
I have several recommendations for game mechanics.
Labor/Living Wage mechanics
It cost a lots of time to jump between cities to raise wages, it's getting annoying when you have 5+ cities. It's also kind of tedious to click a lot when changing wages by occupation.
The interface should be able to apply every wage change at once. You change every job by typing it or clicking up/down button, then apply it. It also need to have options to apply it in the city or the entire region. The living wage and labor should be under one menu. Here's what I have in mind:
Cloning buildings
The cloning buildings should stop producing colonist when Immigration is blocked, and do the opposite when Immigration is allowed. By doing so, you only need one switch to stop colonist coming to your city. Powering it off or selling it when not needed confuses my estimation for the jobs/colonist count. Maybe the cloning facility should produce some research when not producing colonist?
Production priority
As posted by Redeye1973 here, there should be an option to apply priority to every building in the city. I want to add that there should be an option to apply it in every city.
IQ Statistics
IQ stats should be displayed in distribution graph like age stats, to better estimate how many colonist is able to take a certain job in a building.
Feel free to correct me if there's a trick to solve these problems, or if you have better ideas.
Labor/Living Wage mechanics
It cost a lots of time to jump between cities to raise wages, it's getting annoying when you have 5+ cities. It's also kind of tedious to click a lot when changing wages by occupation.
The interface should be able to apply every wage change at once. You change every job by typing it or clicking up/down button, then apply it. It also need to have options to apply it in the city or the entire region. The living wage and labor should be under one menu. Here's what I have in mind:
Cloning buildings
The cloning buildings should stop producing colonist when Immigration is blocked, and do the opposite when Immigration is allowed. By doing so, you only need one switch to stop colonist coming to your city. Powering it off or selling it when not needed confuses my estimation for the jobs/colonist count. Maybe the cloning facility should produce some research when not producing colonist?
Production priority
As posted by Redeye1973 here, there should be an option to apply priority to every building in the city. I want to add that there should be an option to apply it in every city.
IQ Statistics
IQ stats should be displayed in distribution graph like age stats, to better estimate how many colonist is able to take a certain job in a building.
Feel free to correct me if there's a trick to solve these problems, or if you have better ideas.
therealchromedino said:So, I have a fairly large GDP (Around 600 trillion atm, and around 600 million per capita). It is a struggle to pay all of my workers (My economy is built around nanites and selling nanites on the GBT), especially since I am forking over TENS OF TRILLIONS to pay all of my colonists' payroll, and that does not seem to be enough for them. Any clues on how I can solve this payroll problem?
I think you should go ahead and check your approval rating. If it's good, then your doing a good job, and there might not be any problems. If it's bad, then idk, your colonist are super needy or something. I think that it always defaults to wages when it comes to no to little citizen concerns. I suggest you also cut down if you want, that is a lot of money.
Come join this generous and prosperous commonwealth. I gift resources often, whenever needed. I also will give money to my child colonies if they are in need. I do expect child colonies to pay their taxes. If ever taxes of wages become too burdensome on an economy I will step in to make sure that colony stays afloat. COME JOIN NEWREDLAND TODAY!!!!.
CHARTER CODE: RuV23xQG
CHARTER CODE: RuV23xQG
1 good idea for small colonies, but you can't use it if you have 10000 buildings or more. You can control that already (just a bit) with setting different wages for different jobs. Colonists will go to the best payed jobs first.
2 is already implemented, called Galactic board of trade.
3. you need different rover for different buildings and you will like that once you have to build buildings who take millions of resources and take a long time to build. You can still use other rovers to build more stuff.
4 and 5 are good ideas, even if building damage isn't so important since you can repair all buildings with one click with using Consulate
2 is already implemented, called Galactic board of trade.
3. you need different rover for different buildings and you will like that once you have to build buildings who take millions of resources and take a long time to build. You can still use other rovers to build more stuff.
4 and 5 are good ideas, even if building damage isn't so important since you can repair all buildings with one click with using Consulate
you can do that by setting higher wages for the different jobs. check under consulate/capitol, labor management and then you see it.
What is their avg. savings? Do they have increased labor and living wages? What is your approval rating? A stimulus package may be needed to increase their happiness. My rule of thumb is tax them until avg savings is under 100, conduct fire drill, and stimulus package of 300.
You used to be able to screw around with work hours, wages, etc. through the consulate in policy after declaring independence. These options are no longer here. Help?
Koko said:
Those mines are at full capacity ,plus the housings for workers are just next to the mines loaded with all entertainment, shopping and hospitals. I have ard 125mines. 60 workers each but making 2 artifacts. Slow
Click on the structure then workers to see a list of all workers that are currently working at that structure, you'll see how many of them have the sleeping status or unemployed status, this is what is slowing down your production, I mean, some people retire and everyone needs to sleep. If your wages are too high, having a good 10% - 15% overpopulation / unemployment solves this issue, in my personal experience.
It is also worth noting that I'm having difficulty now putting people to work and sometimes the workers show up as "unemployed" when I click on the building/workers section where they're clearly employed. So I'm betting that the "production problem", we're having is more of a worker allocation problem and something's getting snagged.
I'm about to shoot a video of the issue as in some cases (e.g. Ultra Deep Dig site) I can see that the animation isn't moving. However, that's not a 100% certain indicator as some of the production sites appear to have slower rates. I'm assuming that to again be a worker issue where a subset are working while others are slacking. Again, clicking on the workers area of the particular industry building and hitting Dismiss on the screen that pops up appears to reset things and get stuff moving.
It is almost like the workers are trapped there since sometimes most of them immediately bail from the building, go to "unemployed" and perhaps even "protesting". But I have plenty of eager minions to steal their jobs for identical wages soooo...
I'm about to shoot a video of the issue as in some cases (e.g. Ultra Deep Dig site) I can see that the animation isn't moving. However, that's not a 100% certain indicator as some of the production sites appear to have slower rates. I'm assuming that to again be a worker issue where a subset are working while others are slacking. Again, clicking on the workers area of the particular industry building and hitting Dismiss on the screen that pops up appears to reset things and get stuff moving.
It is almost like the workers are trapped there since sometimes most of them immediately bail from the building, go to "unemployed" and perhaps even "protesting". But I have plenty of eager minions to steal their jobs for identical wages soooo...
Will you be doing something with the concerns graph? Would be nice to get some more details on what causes the concerns like not enough domes or not enough hospitals, wages to low. It wouldn't have to be exact numbers of how many ppl want it just a % of the concerned ppl about health thinks there should be more hospitals.
If I use Vertical Warehouse Farms exclusively to produce food, it will take ~5 VWFs to feed the population of one Arcology. If I rely on Food Processing Sweatshops I can conceivably feed 9 Arcologies off the production of one FPS.
In terms of workers the VWF would need less workers with higher pay (botanists) while the FPS will need more workers, due to the need for the FPS support buildings, but will probably cost less in wages.
In terms of space the VWFs would require less, again due to the need for the FPS support buildings.
Did I get all that right?
In terms of workers the VWF would need less workers with higher pay (botanists) while the FPS will need more workers, due to the need for the FPS support buildings, but will probably cost less in wages.
In terms of space the VWFs would require less, again due to the need for the FPS support buildings.
Did I get all that right?
It's pretty close in terms of everything but you can always even out the wages so no matter the job it's not much of a difference in pay.
How do you increase wages? On the Droid version, I don't see an option for that.
This is something that is in the game of Tropico 5, but I think it would work in My Colony.
This would affect how much of something a building will produce. One example to increase effectiveness would be to increase the wages of the people working there. Another thing that can be done to increase effectiveness is to upgrade certain things on a building. For example, the ability to decrease the amount of time required to fill the production bar.
This would affect how much of something a building will produce. One example to increase effectiveness would be to increase the wages of the people working there. Another thing that can be done to increase effectiveness is to upgrade certain things on a building. For example, the ability to decrease the amount of time required to fill the production bar.
What do your wages and savings look like? If colonists have a lot of money they will stop working
Does anyone know the exact amount of time in between payroll due time?
it seams to be random more or less I have let the game run over night say 6 hours
sometimes I get as many as 6 payroll taxed times sometimes 2 .
sgoing by this between 1 and 3 hours ( ps acvtive playing seams to follow the first after 1.5 hours
than anyware from that to 3
this follows on all map types as far as I can tell
sometimes I get as many as 6 payroll taxed times sometimes 2 .
sgoing by this between 1 and 3 hours ( ps acvtive playing seams to follow the first after 1.5 hours
than anyware from that to 3
this follows on all map types as far as I can tell
yeah, selling resources is the ticket to making big money. You don't have to sell artifacts though, you could just make enough to be self sufficient. But you are going to end up needing to trade at least something to keep up your growing population wages. Whether it's aluminum, antanium, triantanium, arts, uranium, oil, etc. doesn't matter. I've seen some pretty impressive aluminum and steel maps. I've also seen lunar maps with gigantic fields of he3 extractors and tanks, and those guys bank tons of money on he3 and rego.
All depends on how you want to build and speciallize your colony, but remember, you can't specialize in everything, there has to be one or two things that you build tons of while the rest is just to help you remain self sufficient.
i bil is pretty easy to get. I'm pretty sure that there are some colonies out there that are close to or above 1 tril. Don't aim for a tril though, aiming for maybe 100 bil would have you set for a long time.
All depends on how you want to build and speciallize your colony, but remember, you can't specialize in everything, there has to be one or two things that you build tons of while the rest is just to help you remain self sufficient.
i bil is pretty easy to get. I'm pretty sure that there are some colonies out there that are close to or above 1 tril. Don't aim for a tril though, aiming for maybe 100 bil would have you set for a long time.
Good question. I don't know if there is a way. You can set wages for jobs and maybe they'll be inclined to go to the more lucrative ones? I don't think there's a way to lock them in, could be a bit of a random factor on which jobs they choose when there are more jobs than people. A fire drill may have them select closer jobs again, but that comes with it's own problems...
Hey, I seem to be having a problem. My people are dying, despite having plenty of food and water.
I just started playing a few days ago.
Their health is low, they seem to lack energy also. Fatigue is at 66%, Depression is at 16%, and Health is at 17%, and I have an approval rating that dropped drastically and quickly from a 98% down to 30% and I've been scrabbling to try and get things better for my colonists. (So 70% of my colonists are pissed off about being exhausted, depressed, and having health issues).
I don't know how to fix it, I'm not sure what I'm missing in their care, I've also got plenty of medical centers too! I'm at a loss.
Is there anything I can do at this point? Or are they doomed to all die?
Honestly, I'm not even sure how they're all so tired, I make sure not a single person has to walk further than 10 blocks to commute to work. I even gave them a living wage of $2 to help out.
I'm playing under United Earth, on a barren world. We just developed enough atmosphere for small plants to dot the ground, I thought things would get easier for them by now. Things were going so well for so long. I had the whole city planned out like grid work, only for some reason, I don't have the option to do a fire drill, or adjust wages for colonists.
a screen shot to help diagnose a problem I might not notice myself.
Cheers, Savi
I just started playing a few days ago.
Their health is low, they seem to lack energy also. Fatigue is at 66%, Depression is at 16%, and Health is at 17%, and I have an approval rating that dropped drastically and quickly from a 98% down to 30% and I've been scrabbling to try and get things better for my colonists. (So 70% of my colonists are pissed off about being exhausted, depressed, and having health issues).
I don't know how to fix it, I'm not sure what I'm missing in their care, I've also got plenty of medical centers too! I'm at a loss.
Is there anything I can do at this point? Or are they doomed to all die?
Honestly, I'm not even sure how they're all so tired, I make sure not a single person has to walk further than 10 blocks to commute to work. I even gave them a living wage of $2 to help out.
I'm playing under United Earth, on a barren world. We just developed enough atmosphere for small plants to dot the ground, I thought things would get easier for them by now. Things were going so well for so long. I had the whole city planned out like grid work, only for some reason, I don't have the option to do a fire drill, or adjust wages for colonists.
a screen shot to help diagnose a problem I might not notice myself.
Cheers, Savi
I can add that some buildings are avoided by workers. They even prefer go jobless or find another job at the other side of the map. Even super close proximity to everything they can ever hope for and great wages are not enough to get them working here. They only fo if they have no other choice. Sometimes.
Also, those buildings seems to suffer from the already mentioned "I am looking who is working and everyone flies away" thingy. This even appear in the stats. Eveyone works and after checking some are jobless.
And the "workers not working until the boss checks why they are not" effect solves itself by a bit of patience. It usually lasts up to 15 min maximum. They go back to work by themselves sooner or later.
Also, those buildings seems to suffer from the already mentioned "I am looking who is working and everyone flies away" thingy. This even appear in the stats. Eveyone works and after checking some are jobless.
And the "workers not working until the boss checks why they are not" effect solves itself by a bit of patience. It usually lasts up to 15 min maximum. They go back to work by themselves sooner or later.
Instead of Annex making the map bigger, you would have it add a new random map based on the world you started on. It would only show one district at a time. This way, a colony could get big without having large amounts of lag. For example, if you started a colony on red planet, the next section would also be red planet. Each district would start like the beginning map, i.e. lander/mound at the center and the resources scattered around the map. Like Annex, it would require Independence. You could add a setting called "Switch District" on the settings menu. With it you could also add an option "Add District". You could have the ability to name the district what you want. You could keep annex and make it so it would make each district larger. All the resources produced and stored would be accessible across the districts. Let's say you have two districts. For brevity, we will call these 1 and 2. District 1 is the starting district. Let's say you are in District 1 and go into policies with a government building. The policies, such as Annex, would only apply at that district. So if you increased wages from default in District 1, in District 2 they would still be default. Technically, it is like a bunch of small colonies producing and sharing resources in a commonwealth, only that the "commonwealth" would be a colony. The bottom line is, it would have one smaller district loaded at a time, and instead of making maps bigger, you just add more.
Thoughtfully, Equinox0
Thoughtfully, Equinox0