Short summary of your issue
1.1.2 : Buildings can become permanently unprofitable due to prioritzing capitalists over laborers
Game Version
1.1.2
What OS are you playing on?
Windows
Do you have mods enabled?
Yes
Have you tried verifying your game files?
Yes
How much "pain" is this causing you?
8
Please explain the issue you experienced in the most condensed way possible
This is not an issue caused by mods, its due to the hiring logic used by buildings.
In this save, the furniture factory in Rio De Janeiro is permanently unprofitable and cannot hire any more workers. The reason is because the building decided to hire capitalists and engineers first, rather than laborers...this causes an imbalanced wage situation, making the building unprofitable.
If the building hired laborers first, this wouldnt be a problem. However, the game seems to prefer to hire high wage workers like capitalists, aristocrats, clergymen, etc first. I am unsure if this is because the game prioritizes based on alphabetical order or something else.
The workaround is to subsidize the building temporarily, this will enable the building to hire laborers and become profitable again, but certain economic models do not allow this which could cause a building to become permanently unprofitable. The AI is also not smart enough to do this.
This is difficult to reproduce on a consistent basis as you cannot influence building hiring in any way.
Please explain how to reproduce the issue
Is there anything else you think could help us identify/replicate the issue?
A simple solution would be to adjust the building hiring logic to always hire lower wage workers such as laborers first.
I have attached a save game
Yes
Upload Attachment
File(s) attached
1.1.2 : Buildings can become permanently unprofitable due to prioritzing capitalists over laborers
Game Version
1.1.2
What OS are you playing on?
Windows
Do you have mods enabled?
Yes
Have you tried verifying your game files?
Yes
How much "pain" is this causing you?
8
Please explain the issue you experienced in the most condensed way possible
This is not an issue caused by mods, its due to the hiring logic used by buildings.
In this save, the furniture factory in Rio De Janeiro is permanently unprofitable and cannot hire any more workers. The reason is because the building decided to hire capitalists and engineers first, rather than laborers...this causes an imbalanced wage situation, making the building unprofitable.
If the building hired laborers first, this wouldnt be a problem. However, the game seems to prefer to hire high wage workers like capitalists, aristocrats, clergymen, etc first. I am unsure if this is because the game prioritizes based on alphabetical order or something else.
The workaround is to subsidize the building temporarily, this will enable the building to hire laborers and become profitable again, but certain economic models do not allow this which could cause a building to become permanently unprofitable. The AI is also not smart enough to do this.
This is difficult to reproduce on a consistent basis as you cannot influence building hiring in any way.
Please explain how to reproduce the issue
Is there anything else you think could help us identify/replicate the issue?
A simple solution would be to adjust the building hiring logic to always hire lower wage workers such as laborers first.
I have attached a save game
Yes
Upload Attachment
File(s) attached