| Friday, January 25, 2013 - 12:02 am |
The information on these tables are so interconnected that I don't understand why they are separated.
When I'm setting education priorities, I can't see how many workers are reserved for new facilities, which partly determines what to prioritize.
When I'm reviewing the change profession table, I can't see the education priorities and how many new workers are being produced each month, which partly determines which unemployed workers can be converted to low/medium/high level workers.
I am unable to view how many high tech executives are reserved for new facilities on either screen. It'd be nice to see this information on the change profession table, even if the game doesn't permit converting this type of worker.
Sorry in advance if this has been suggested/explained already!
| Tuesday, January 29, 2013 - 09:34 pm |
Sounds like a good Idea for me. Put it up for Voting and I'd give it a yes.
| Wednesday, January 30, 2013 - 06:47 am |
This does sound like a decent idea.
| Saturday, February 2, 2013 - 06:08 am |
While I do like the idea, I do have to wonder if all of the information can be easily accessible in a single page.
| Thursday, March 21, 2013 - 06:05 am |
*This is kind of a rant, but I just wanted to be descriptive(last paragraph can be ignored, should they ever choose to incorporate something like this in the game I needed to specify what I think these tables should include)
What I really want is new statistics added to the employment tables which provides an estimated (error up to 20% or so) number of workers that will join or leave each occupation and potential surplus/shortages of each for the next month and/or year. Nothing is worse than all of a sudden loss of production or hospitals closing because a couple thousand workers just drop out of your economy when almost nothing has changed, even with high priorities. Also, while the number that join can already be estimated for professionals with on the number of graduates last month, there is currently no way to estimate the number of new low-high lvl workers who kind of just appear out of nowhere, though I assume based on the random number of 18 yr olds who don't go to college.
Preferably these stats would be recalculated when education priorities are changed so that you can directly see how your changes would affect the estimated number that will join next month allowing a president to make more informed decisions instead of just hoping for the best next month. All presidents need some advice, and I think the inclusion of random error would simulate the potential for bad advice.(I think this would be a huge benefit to new players)
On a side note, when changing professions think highlvl workers should be able to be converted to mid or low and mid workers could be converted to low. Why should my doctors and teachers have to throw away their education to compensate for a shortage of low workers when I have 40k high and mid workers doing nothing?
While I don't know all the factors that currently go into calculating workforce changes should at least include the number of: 15-18yr olds who will be joining the workforce for first time, the number of grads, people who leave the workforce to go to college(if that happens. Do nurses go back to school to become doctors?), an estimated number leaving due to death/disabled/retired/housewife syndrome, those returning from clinics/workschool/warhospital,
Worker surplus/shortage calculations would also need to include new facility commitments, should be responsive to production targets and changes in corp efficiency.
(I'm sure there's a lot I'm forgetting)