Short summary of your issue
Game resources have "building_employment_laborers_add" as "workforce_scaled"
Game Version
1.1.1
What OS are you playing on?
Linux
Do you have mods enabled?
No
Have you tried verifying your game files?
Yes
How much "pain" is this causing you?
1
Please explain the issue you experienced in the most condensed way possible
Looking through the game files, I found a couple things that look like they are probably bugs, could you please help sanity check?
In the game files, data associated with production methods is found in files like "game/common/production_methods/02_agro.txt".
For almost all production methods, the employment associated with a production method is listed under "building_modifiers", "level_scaled".
Resource consumption is usually listed as "building modifiers", "workforce scaled".
This is makes intuitive sense: "for every building level, the building can employ up to X people; if it is employing X people, it converts resources at rate Y".
There are 3 cases where *employment* is listed as *workforce scaled*.
These are:
* pm_anchorage in production_methods/07_government.txt
* pm_vineyards in production_methods/02_agro.txt
* pm_vineyards_building_maize_farm also in production_methods/02_agro.txt
For example, here is a building configuration that looks *correct*:
===================
pm_basic_port = {
building_modifiers = {
workforce_scaled = {
building_input_clippers_add = 5
}
level_scaled = {
building_employment_laborers_add = 3000
building_employment_clerks_add = 1500
building_employment_bureaucrats_add = 500
}
}
}
===================
What I suspect is incorrect is the value for pm_anchorage:
=================
pm_anchorage = {
building_modifiers = {
workforce_scaled = {
building_employment_laborers_add = 500
building_employment_clerks_add = 350
building_employment_bureaucrats_add = 150
}
}
=================
Here I suspect that "building_employment_laborers_add" should be under "level_scaled" as above, not under "workforce_scaled".
My concern is that this configuration will lead to weird churn in employment (in the case of the vinyards) or a churn and steady state at 0 employment for the anchorage.
Please explain how to reproduce the issue
Look at game configs.
Is there anything else you think could help us identify/replicate the issue?
n/a
I have attached a save game
No
Upload Attachment
File(s) attached
Game resources have "building_employment_laborers_add" as "workforce_scaled"
Game Version
1.1.1
What OS are you playing on?
Linux
Do you have mods enabled?
No
Have you tried verifying your game files?
Yes
How much "pain" is this causing you?
1
Please explain the issue you experienced in the most condensed way possible
Looking through the game files, I found a couple things that look like they are probably bugs, could you please help sanity check?
In the game files, data associated with production methods is found in files like "game/common/production_methods/02_agro.txt".
For almost all production methods, the employment associated with a production method is listed under "building_modifiers", "level_scaled".
Resource consumption is usually listed as "building modifiers", "workforce scaled".
This is makes intuitive sense: "for every building level, the building can employ up to X people; if it is employing X people, it converts resources at rate Y".
There are 3 cases where *employment* is listed as *workforce scaled*.
These are:
* pm_anchorage in production_methods/07_government.txt
* pm_vineyards in production_methods/02_agro.txt
* pm_vineyards_building_maize_farm also in production_methods/02_agro.txt
For example, here is a building configuration that looks *correct*:
===================
pm_basic_port = {
building_modifiers = {
workforce_scaled = {
building_input_clippers_add = 5
}
level_scaled = {
building_employment_laborers_add = 3000
building_employment_clerks_add = 1500
building_employment_bureaucrats_add = 500
}
}
}
===================
What I suspect is incorrect is the value for pm_anchorage:
=================
pm_anchorage = {
building_modifiers = {
workforce_scaled = {
building_employment_laborers_add = 500
building_employment_clerks_add = 350
building_employment_bureaucrats_add = 150
}
}
=================
Here I suspect that "building_employment_laborers_add" should be under "level_scaled" as above, not under "workforce_scaled".
My concern is that this configuration will lead to weird churn in employment (in the case of the vinyards) or a churn and steady state at 0 employment for the anchorage.
Please explain how to reproduce the issue
Look at game configs.
Is there anything else you think could help us identify/replicate the issue?
n/a
I have attached a save game
No
Upload Attachment
File(s) attached
Attachments
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