Short summary of your issue
Runaway private construction when no workers available
Game Version
1.2.7
What OS are you playing on?
Windows
Do you have mods enabled?
No
Have you tried verifying your game files?
No
How much "pain" is this causing you?
9
Please explain the issue you experienced in the most condensed way possible
I'm getting states with crazy numbers of factories. Apparently private construction doesn't pay attention to whether the %workers in a factory type is above a threshold.
Please explain how to reproduce the issue
Look at American Yemen in attached save. There are probably MANY other states in the game with the the same issue. The population is 84.5K, (i.e. 17 factories), but it has 29 Tooling Workshops, 27 Chem plants, and 11 other assorted factories, with only ~1300 workers between them). To support the infrastructure for these buildings, the AI is building a new (subsidized) Railroad even though there are already 11 and employment is less than 50%.
Is there anything else you think could help us identify/replicate the issue?
I think there are two problems here: 1) No minimum %Employment threshold when AI decides to expand a factory in private construction and 2) Infrastructure requirement is calculated using POTENTIAL input/output of factories, rather than ACTUAL input/output. So a size-10 factor with 10% employment costs 10x the infrastructure (hence railroad requirements) as a size-1 factory with 100% employment even though they are consuming and producing roughly the same amount of goods. (The "roughly" is because of economies of scale, but the argument still holds.)
I have attached a save game
Yes
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Runaway private construction when no workers available
Game Version
1.2.7
What OS are you playing on?
Windows
Do you have mods enabled?
No
Have you tried verifying your game files?
No
How much "pain" is this causing you?
9
Please explain the issue you experienced in the most condensed way possible
I'm getting states with crazy numbers of factories. Apparently private construction doesn't pay attention to whether the %workers in a factory type is above a threshold.
Please explain how to reproduce the issue
Look at American Yemen in attached save. There are probably MANY other states in the game with the the same issue. The population is 84.5K, (i.e. 17 factories), but it has 29 Tooling Workshops, 27 Chem plants, and 11 other assorted factories, with only ~1300 workers between them). To support the infrastructure for these buildings, the AI is building a new (subsidized) Railroad even though there are already 11 and employment is less than 50%.
Is there anything else you think could help us identify/replicate the issue?
I think there are two problems here: 1) No minimum %Employment threshold when AI decides to expand a factory in private construction and 2) Infrastructure requirement is calculated using POTENTIAL input/output of factories, rather than ACTUAL input/output. So a size-10 factor with 10% employment costs 10x the infrastructure (hence railroad requirements) as a size-1 factory with 100% employment even though they are consuming and producing roughly the same amount of goods. (The "roughly" is because of economies of scale, but the argument still holds.)
I have attached a save game
Yes
Upload Attachment
File(s) attached
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