A
Andy
All worlds
15 Mar 2023 13:53Link
Birth rates and Death rates
We have tuned birth and death rates to reduce the decline of the population in countries with very high population numbers.
The change is quite significant and will make a difference, especially in the long run.
Birth rates are higher and as before, they decline with the increase in population numbers.
However, the decline does not go as far as it did before and at very high levels, birth rates remain more than 0.5% higher on yearly bases.
Birth rates are higher but as before, they are reduced a bit by cases of natural death that occur in all age groups.
The numbers of death cases per game month now depend even more than before, on the health care levels in the country.
Currently, after this upgrade, very high health care index levels can more significantly reduce death rates. At very very high levels of the health index, the numbers of death cases can be reduced very s
We have tuned birth and death rates to reduce the decline of the population in countries with very high population numbers.
The change is quite significant and will make a difference, especially in the long run.
Birth rates are higher and as before, they decline with the increase in population numbers.
However, the decline does not go as far as it did before and at very high levels, birth rates remain more than 0.5% higher on yearly bases.
Birth rates are higher but as before, they are reduced a bit by cases of natural death that occur in all age groups.
The numbers of death cases per game month now depend even more than before, on the health care levels in the country.
Currently, after this upgrade, very high health care index levels can more significantly reduce death rates. At very very high levels of the health index, the numbers of death cases can be reduced very s
S
SuperSoldierRCP
All worlds
22 Mar 2023 21:35Link
Andy,
As the game and economies are changing can we see a "Qualify of life" change for the converting of citizens?
Changing the profession of 200,000 people per month for a small county might helpful, but when you a 70m plus nation is it no where near good enough. If you have larger nations it has no impact.
I would suggest the GM look at increasing it to 400,000 which makes it equal to what nations an trade.
At the minimum could we get an increase to 300,000
As the game and economies are changing can we see a "Qualify of life" change for the converting of citizens?
Changing the profession of 200,000 people per month for a small county might helpful, but when you a 70m plus nation is it no where near good enough. If you have larger nations it has no impact.
I would suggest the GM look at increasing it to 400,000 which makes it equal to what nations an trade.
At the minimum could we get an increase to 300,000
L
Lord Mndz
All worlds
23 Mar 2023 05:16Link
I would love to have 1M as a limit, also it can be accumulated by adding 200k each time. Simply it takes alot of time to do it for a single country, for each category of specialists.
Another approach would be to set minimums in education priority page of how much specialist should be kept, and the rest could be automatically changed.
Another approach would be to set minimums in education priority page of how much specialist should be kept, and the rest could be automatically changed.
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SuperSoldierRCP
All worlds
23 Mar 2023 07:28Link
I would agree with Mndz
After a certain point, you have more "educated" then "non-educated". Upping the limit would be a nice quality of life change.
After a certain point, you have more "educated" then "non-educated". Upping the limit would be a nice quality of life change.
A
Andy
All worlds
23 Mar 2023 09:02Link
converting big numbers can have an influence on age groups.
Exchanges of professionals with other countries that can go up to 400.000 per game month, are also contributing.
instead of increasing the numbers, I would like to find out what conversions you are making most frequently and try to fix the initial distributions of workers to reduce the need for such conversions.
From what I see, most shortages are in the high level workers.
most frequent reason for problems is a very high education index converting very large numbers of low level workers into professionals.
This can be prevented by lowering the education priorities to a total lower than 120.
I am looking at the initial number of high level workers.
I might make a sight change to increase the number.
Exchanges of professionals with other countries that can go up to 400.000 per game month, are also contributing.
instead of increasing the numbers, I would like to find out what conversions you are making most frequently and try to fix the initial distributions of workers to reduce the need for such conversions.
From what I see, most shortages are in the high level workers.
most frequent reason for problems is a very high education index converting very large numbers of low level workers into professionals.
This can be prevented by lowering the education priorities to a total lower than 120.
I am looking at the initial number of high level workers.
I might make a sight change to increase the number.
H
Hern
All worlds
23 Mar 2023 18:39Link
Yes, if we could make education priorities more dynamic by setting minimum professional numbers, that'd be a huge improvement. Right now, most of my gameplay is going to each country and checking what specialist is currently at 0, then tweaking that number upward. I'm not building schools or anything, just these priorities.
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SuperSoldierRCP
All worlds
23 Mar 2023 19:36Link
Andy,
The big issue I am seeing in many countries is specifically medium level workers.
I think you are doing great on the High level workers issue. I have seen very positive changes over the last several updates, which I think has been helpful in balancing the game.
If you want I would be happy to give a comprehensive list, but for now these are some corporations to check.
- All entertainment
- All Utilities
- Nearly all mining
- More then half of all food
- Military services and Construction
Your welcome to cross check, but once upgraded those corps either need the same amount of medium level workers to low level workers ---or--- in some cases they need MORE medium level then low level.
If converting workers is to much of an issue, then might I suggest the GM look at a small decrease in "Medium level workers" in corporations. I do not think anything dramatic is need, maybe 1% or 1.5
The big issue I am seeing in many countries is specifically medium level workers.
I think you are doing great on the High level workers issue. I have seen very positive changes over the last several updates, which I think has been helpful in balancing the game.
If you want I would be happy to give a comprehensive list, but for now these are some corporations to check.
- All entertainment
- All Utilities
- Nearly all mining
- More then half of all food
- Military services and Construction
Your welcome to cross check, but once upgraded those corps either need the same amount of medium level workers to low level workers ---or--- in some cases they need MORE medium level then low level.
If converting workers is to much of an issue, then might I suggest the GM look at a small decrease in "Medium level workers" in corporations. I do not think anything dramatic is need, maybe 1% or 1.5
L
Lord Mndz
All worlds
24 Mar 2023 06:59Link
I have 8M engineers and 80 education priorities in one of my countries, it will take a while to optimize it. What would help, e.g. at least have some information how much workers i will get from lowering education index, this information can be added to the page and would let people estimate or plan the change over the time.
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Lord Mndz
All worlds
24 Mar 2023 06:59Link
.
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SuperSoldierRCP
All worlds
25 Mar 2023 04:47Link
I agree with Mndz,
Just knowing how many workers I am getting would be helpful!
Just knowing how many workers I am getting would be helpful!
B
Banedon Runestar
All worlds
19 Apr 2023 23:17Link
I would love if Hern's idea became reality