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methegrate

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One thing that could (probably should) be fixed with 2.2... Often I'll get extremely wild swings in my income seemingly at random. I'll go from +14 to -38 in one month or vice versa with seemingly no explanation. I assume that this is all the computer shifting pops in the background, but it's an enormous hassle to have to go back and rebalance your entire economy or figure out what the heck happened.
 

Talanic

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When you finish a building, pops you have on that planet that are 'worker' class (clerks, farmers, miners or technicians - possibly others, not sure) who are not slaves will promote themselves to specialists in order to work at that building. This will leave some of your lower-tier jobs unoccupied until population growth fills them again.

Generally it's a good thing, but you have to note that it means that you don't always want to build or upgrade buildings the moment you have the chance.
 

TehJumpingJawa

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Conditional market trades will obviously cause wild swings too, as they're considered part of your income (or expenditure) for that month.
Coincidentally this opens up a whole host of exploits applicable where your economic productivity is used to govern AI decisions, event rewards, etc etc
 

methegrate

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These things I know about, and that all makes sense.

It still happens even in the absence of explanations like that though. The example above was from my current game. I didn't have any monthly trades and hadn't finished any buildings, yet when one month ticked to the next my energy swung by a net 52 points. It happens from time to time in my games, and it's usually the AI moving pops among open jobs.
 

SectorsAreOkay

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In 2.2, monthly resource production numbers don't often update until the start of the next month. If you build, change policies, experience more piracy, create stations, etc., you may not see the result until the next month. It's confusing. I'm guessing it's to improve performance, such as it is.