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how do i get people to stop protesting - Page 2

2017-12-23 07:58:51
#11
@scripht Try setting the work policy to light. You will need a level 2 consulate.
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2018-03-05 02:21:47
#12
I have everyone set at $10 regardless of the occupation and added a $20 living wage and fatigue is still a major concern. I think it is just because the game designers didn't make a "Content/Happy" %. It's all negative.

2018-03-05 02:52:04
#13
Fatigue is how far they have to travel to work. So if all of your housing is in one corner and all of your work buildings in another, they are going to have high fatigue.

To minimize fatigue, have sufficient housing within 20 squares of the place of work.
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2018-08-10 22:03:55
#14
How do I decrease depression and poverty? My depression is at 8% and poverty is at 48%. Help please
2018-08-13 22:31:08
#15
Give them entertainment and money (they need money to use some of the entertainment)
If your approval rating is over 90% its hard to tell what they actually need, so keep that in mind
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2018-08-15 13:23:03
#16
To re-iterate what others have been saying, your best bet is to look at the pie chart and grind against the biggest slice first.

I have found that fatigue is just about impossible to get completely rid of because colonists are lazy bums. I use a Light workload (It doesn't really effect production), and when I build new structures I make the jobs first and then do a little math on housing before building all of the housing needed for said jobs right next to them.

Poverty will be constant if you're always expanding because new colonists will be poor while older ones will have all the moolah. A good living wage and regular wages will deal with that in time if you hold up on expansion for a while.

Health, make lots of hospitals and just disperse them through your colony so everyone can reach it within a reasonable distance. I keep them close to the houses.

Unemployment & Housing, self explanatory. Make sure you got enough houses for colonists and enough jobs for them as well. If you make buildings that require a certain IQ (Research labs/schools/Medical Research Centers), give it time. They need to get their IQ up before taking jobs there.

Depression, lots of entertainment. Green domes, parks, pubs, and so on. Disperse them around near houses.

Let me know if i missed anything. I think I got it all. But, always remember when looking at the chart, that it says that the values there do not represent your colony as a whole. If you're at 99% approval and it shows fatigue is 75% of their complaints, that only means that 75% of that 1% are angry about fatigue.
2018-09-09 19:30:33
#17
how do i unlock riot control
2018-09-25 23:55:00
#18
I have 80% citizen concern "uneducated". But all schools from basic to college with less then 50% attendance...at the same time the statistic says I have 0% people with fatigue.--it's really stupid since I have spotted a lot of protesting people with commutes of over 30...
2018-09-25 23:56:40
#19
JaxxSilva said:Fatigue is how far they have to travel to work. So if all of your housing is in one corner and all of your work buildings in another, they are going to have high fatigue.

To minimize fatigue, have sufficient housing within 20 squares of the place of work.


how do you know that??

is there any info on that? Can't find anything.

so what if they have to commute a lot, the "change job" function is broken anyway..

2019-03-30 18:28:38
#20
for fatigue if they’re already protesting you either have to execute them or be a philanthropist but if you want to solve this problem in future you build housing next to their workplaces and activate a fire drill, the AI will do its best to move people into their most logical housing
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