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Unemployment suddenly fluctuating

5y
#1
I had my colony at 120k once, but got hit with a strange bug that had me with 7k unemployment no matter what I did with it, it wouldnt go away. I reverted back to an old save where i had just 109k and no unemployment issues. Brought it back to 120k and the issue came back. Got back to the old save again and decided to just let everyone die and start over with new population. A few days I got it back at 124k no problems with unemployment at all, always more jobs than population. Today for unknown reasons suddenly i got unemployment without building anything. Small at first, only a few hundred. I saw health dropping so I decided to build some hospitals and parks. Build some homes to fill the gap between population and total jobs. Suddenly the unemployment went to 1200 then, to 300, 1200 again, 400 back and forth like that. Suddenly it was 8k. I decided to a firedrill and it dropped to 1200 and now its just back and forth between 1200 and 3k. Approval rating is 100%.

Any ideas on what might be the cause of this?

I play on the chrome webbrowser version 0.61.0
5y
#2
was hoping it had been fixed my self
it seams to be tied in with ratings and the fact that when he added IQ it changed the rating dynamics .
the game engine can no longer effectively manage the ratings as what seams to happen is between all the effects it only takes a few made to start a downward sprial in ratings .
I suggested he Change when they get tired so they go off work sooner causing less colony to get mad
then shorten the employment cycle by 10 % to re-balance how soon colonists go off work which would effect how many get mad because of being tired .

But It looks like he changed the over all effect on ratings its self making it easer to maintain 100 % wile at the same time having high unemployment . and protesting .
so ratings no longer drop as easy but looks like it still causing them to get mad .
to many things for the game engine to account for with colonists .

5y
#3
BTW ONE granted fix !!!!!! first get ride of clone plants if you have them .
use only landing pads and star gated and space elevator for incoming colonists .
Now say you can hold 127 k colonists .
at 120 k DISABLE all pads except 3 or 4 disable star gate disable space elv disable glatice freight if you have it leaving ONLY 3 or 4 landing pads active .

You still are 7 k colonists short they will now be reduced to a trickly incoming The thing is THAT Trickly keep ratings and unemployment from being a problem as the new ones reduce the mad issues ( Also rating stay at a ROCK steady 99 % .

That was what finly worked all the way for me ( PS even if teh colony has alreday been messed up it still works Just add 2000 jobs and create the trickly in ( about 30 colonists a hour more or less ) incoming . watch how fast rating and unemployment disapire
5y
#4
I have kept mine stable using this for days at a time with minim micro managment .
also delete ONE or two 1100 colony home then deport the homeless then let them slowly come back in again using trickle .
carefull BE sure the agme engine has counted the homeless Befor you deport them as it will frezz teh agme if non are showen or 40 k are showen .
My Colony





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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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