Can we get rid of pops auto-promoting?

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AlazkanAssassin

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When i build a new mid or top level job giving building a bunch of workers automatically get promoted to fill those jobs.
Can we get rid of that?
Just because i upgraded a research building, that doesn’t mean i want to fill it now at the expense of my basic production.

Sure, let NEW pops take the new spots, and let me promote workers when i want to, but don’t reduce my current production without me there.
 

Velorian

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Do they auto-promote if the new job openings have a lower priority set than the basic jobs they left?

If so, then maybe it should check that before promoting, otherwise I see no problem with it really.
 

Alblaka

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Do they auto-promote if the new job openings have a lower priority set than the basic jobs they left?

If so, then maybe it should check that before promoting, otherwise I see no problem with it really.
There is no priority to jobs except Ruler > Specialist > Worker.

The toggle to the right of jobs merely CLOSES jobs. It doesn't prioritize them.
 

wundergoat

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If you don't want to fill it now, then why do you invest the resources for the upgrade?
I can see from a micromanagement reduction perspective and from an economy management perspective this option makes a lot of sense.

For me, it means that I don’t need to micromanage job assignments to steadily increase specialist numbers and I don’t get caught with sudden promotions tanking my basic resource production. I can assign out building orders in a batch instead of having to check in periodically.

For the newbie, they don’t get hosed when a bunch of their pops go from resource producers to resource consumers and refuse to take their old jobs back.

I love the new economy system but it took a lot of agency from the player. Just a few small changes would go a long way towards giving some agency back without making it a micro nightmare.

Also, let us change job priority. Disabling jobs is nice but oh so much work to achieve “miners first, farmers second”
 

AlanC9

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The only red mark that's worth paying attention to is the unemployment mark. In the late game, not even that.
 

The Exile

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Seems like "Social Mobility" could actually be a policy area. Authoritarians have less trouble with this, and wouldn't need (or have) as many options, but everyone else could have the option to have Instant (status quo), Gradual (wait say a year before a pop that wants to promote, can) or Restricted (only-by-micromanagey-permission).

I mean, they'd be called something else maybe, that relates to social mobility. But you get the point.
 

Alblaka

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In order to get rid of red mark on planner?

I would like to see some policy that will prevent self-promoting.
If you're having unemployment, but you have not yet maxed out your resource districts enough so that 2 missing workers (+1 unemployed) won't impact your economy, I don't see why you would be upgrading your buildings already...

But let's agree that having an actual player-controlled priority system would be useful in either case.
 

wundergoat

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Lock the other four jobs?
Can you do that before the workers promote to specialists? If you can’t, then you have basically the same problem.

Being able to disable pending jobs could work, but then that is more micro intensive for accomplishing the same objective.

#1 issue with the new economy is how much micro it can take to manage, but like I said before, a few extra bits of UI and control will make a huge difference.
 

Aotrs Commander

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Can you do that before the workers promote to specialists? If you can’t, then you have basically the same problem.

Being able to disable pending jobs could work, but then that is more micro intensive for accomplishing the same objective.

#1 issue with the new economy is how much micro it can take to manage, but like I said before, a few extra bits of UI and control will make a huge difference.

I think so? Maybe? Do they promote that instantly, or is there, like, a day or so before they do after the building's finished? If they instantly promote at the same time you get the building notification, I can see the problem.


(Though to be honest, I think they need to change the colour od the unemployment icon from red to yellow or even green - you actually really WANT to have a small amout of unemployed slot for this sort of specific circumstance. Heck, if you can have Social whatsit living conditions, they aren't even a problem...)
 

The Exile

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(Though to be honest, I think they need to change the colour od the unemployment icon from red to yellow or even green - you actually really WANT to have a small amout of unemployed slot for this sort of specific circumstance.

OT a little, but they should definitely change the "open building slot" icon to green. And I agree, unemployment as well (up to a certain amount, maybe). Admittedly, we're all a bit trained to hit every icon with a hammer, but we really need to unlearn that and green icons might help.

The only icon I can imagine needing to be red would be one for low stability, or high devastation.
 

AlazkanAssassin

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I think so? Maybe? Do they promote that instantly, or is there, like, a day or so before they do after the building's finished? If they instantly promote at the same time you get the building notification, I can see the problem.


(Though to be honest, I think they need to change the colour od the unemployment icon from red to yellow or even green - you actually really WANT to have a small amout of unemployed slot for this sort of specific circumstance. Heck, if you can have Social whatsit living conditions, they aren't even a problem...)
As far as i can tell they are promoted instantly. And since the game ( rightly) does not pause when a building finishes, i have no chance at all to prevent them from promoting themselves.
 

wundergoat

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I think so? Maybe? Do they promote that instantly, or is there, like, a day or so before they do after the building's finished? If they instantly promote at the same time you get the building notification, I can see the problem.


(Though to be honest, I think they need to change the colour od the unemployment icon from red to yellow or even green - you actually really WANT to have a small amout of unemployed slot for this sort of specific circumstance. Heck, if you can have Social whatsit living conditions, they aren't even a problem...)

I think you’re right, there is a small window to disable new jobs. However, hitting that window means watching building construction like a hawk and use of the pause key, which is far from ideal.
 

sterrius

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a elegant solution would be to make a button to click where you could choose them to not auto-promote.

just like when we builded a planet full before 2.2 to avoid having to come back every 5minutes sometimes we do build things in preparation but don´t want them being used yet.

right now only thing you can do is to disable a Specialized job some days before the building is complete. So that way you can shut it down as soon its finish and avoid promotion.

but a button to do that for me would be much better.
 

KonradKurze202

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Rather than get rid of auto-promoting we just need an empire wide job priority system. So we can say 'I want Technicians to be THE MOST prioritized job. And I want Clerk to be the LEAST', etc.