One of the problems for me with the the current system is upkeep for unused buildings. There should be upkeep for jobs instead (payrate) which could be increased or decreased by the player. The pops would obviously prioritze higher pays.
Habitat, 3 empty enforcer jobs, 9 empty scientist jobs, 10 empty soldier jobs. New pop goes into soldier job. Want him an enforcer? Click 10 times on soldier to force him to promote, click 9 times on scientist to send him to enforcer, click 9 times to open job slots. Whoops, enforcer went into scientist because job weight is higher? Click 9 times on scientist to put him into enforcer again. Then every time new pop appears open one scientist job until you need your second enforcer.
Now repeat this for TWENTY HABITATS.
Stop missing the point. It wasn't about having unused building it was about the number of clicks to do simple things.stop building so many unused districts and buildings
none of that would be necessary if... you didn't build things that can't be utilizedStop missing that point. It wasn't about having unused building it was about the number of clicks to do simple things.
none of that would be necessary if... you didn't build things that can't be utilized
none of that would be necessary if... you didn't build things that can't be utilized
number of clicks to do simple things
Tell me why it's stupid. How is the job weigh system better than simple drag-and-drop?Bringing back drag-and-drop would be very stupid. I have no idea why people think it's a good idea.
Weighing jobs against each other with the plus and minus signs is a great idea that should have been how the system worked from the beginning.
It's better because "simple drag-and-drop" adds extremely unnecessary micromanagement. If I control 20 planets directly, I don't want to have to drag and drop every single pop into the right job. This was the point of Le Guin's economy update.Tell me why it's stupid. How is the job weigh system better than simple drag-and-drop?
While since we are talking about "unnecessary micromanagement" let me just quote what another person said, because they said it far better then I could. Keep in mind this is a simplified example with one race, as he puts it.It's better because "simple drag-and-drop" adds extremely unnecessary micromanagement. If I control 20 planets directly, I don't want to have to drag and drop every single pop into the right job. This was the point of Le Guin's economy update.
Stop with the "new change bad" mentality. It's like the FTL rework people all over again.
Now I'm not saying we should have only drag-and-drop and have to manually do everyone. Most of it should be automated, but with the option for us to intervene if we deem it necessary.How does the game work now:
Habitat, 3 empty enforcer jobs, 9 empty scientist jobs, 10 empty soldier jobs. New pop goes into soldier job. Want him an enforcer? Click 10 times on soldier to force him to promote, click 9 times on scientist to send him to enforcer, click 9 times to open job slots. Whoops, enforcer went into scientist because job weight is higher? Click 9 times on scientist to put him into enforcer again. Then every time new pop appears open one scientist job until you need your second enforcer.
Now repeat this for TWENTY HABITATS.
Fixed weights so now enforcers are the most important? The opposite happens - rather than go to science, you have to keep the new guy from going into enforcer job.
You CAN'T fix this system. There will always be a situation when pre-scripted weights will fail to do what the player wants.
And current +/- BS doesn't?"simple drag-and-drop" adds extremely unnecessary micromanagement
That's exactly what I'm fucking saying, that job priorities need to be introduced instead of the plus and minus buttons...And current +/- BS doesn't?
I disagree with the idea of manual pop management at all. That degree of direct control is unreasonable and doesn't lead to thoughtful gameplay. You control where people work by controlling zoning and enterprises and using policies and edicts to encourage/discourage behavior. That's an incentive based system that mirrors the real world where governments don't literally tell everyone where to work.
I don't overbuilding and I don't over expand and the result is that my economy is always in the black and my workers are generally where I want them to be. Yeah it was a pain at first but I've gotten used to it. Adjust rather than complain.
I didn't say the current system was adequate. I just disagree with some people's requests to be able to drag and drop pops or have too fine-grained control over where they end up. As such I also disagree with your proposal to have priorities for individual job slots. I think planetary or empire-wide priorities or edicts would be better and we don't really have those.There aren't enough policies, edicts or incentives to have any meaningful strategic control over how jobs work in my opinion.
I feel a job priority system as suggested originally by the OP could be explained as an abstraction of all of those influences being applied by the local government to get the desired result. I'm on the fence with direct population dragging and dropping into roles within tiers, but it was what I did in 2.1 so I wouldn't be all that bothered seeing it return, if our choice was between the current implementation and that.
I really liked MeowBeep's post with the priority system; since they have also considered how the priority system might work where you want to fill jobs alternately, or don't really want to keep the same job priority indefinitely; eg you may have 2 jobs opened for the enforcer and wish to fill the enforcer roll first, but wish the next 10 or so pops being placed in other jobs.
If you were able to separate the individual jobs and set priorities to this you could get around this, but now I can understand why MeowBeep thought at the end of their post that it might be better to just stick with a simple priority system that the OP was originally suggesting![]()
I didn't say the current system was adequate. I just disagree with some people's requests to be able to drag and drop pops or have too fine-grained control over where they end up. As such I also disagree with your proposal to have priorities for individual job slots. I think planetary or empire-wide priorities or edicts would be better and we don't really have those.