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BoogieMan

Second Lieutenant
32 Badges
Sep 24, 2009
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I am having an issue where people are constantly hopping from job to job. Almost always to the wrong specialization.

This is early on, when simply getting more people isn't really an option. For example, I have 2 medics. On 1st and 3rd shift. 1st shift medic decides to abandon their post and be the 3rd of 3 maximum botanists. Meanwhile, we have a massive stockpile of food. I've had all 6 scientists quit working at the research center and go to the polymer factory, which also already had some workers. This is infuriating and is negatively affecting morale. All the buildings have the same priority.

I also have a diner and an infirmary that I can't assign jobs to. I click the person, then click the building just like any other, it either does nothing or simply selects the building but doesn't assign the job. There are open slots that are enabled shifts. Reloading the game didn't help.


PLEASE give us 3 options, per building, to restrict to: Skilled Workers, No Specializations, or Open.

It's impossible to manage as is. Not long after you carefully assign everyone a job they just ruin it all again. This also takes away from the player's responsibility. They just run the dome themselves without regard to the player's wishes, which seems inappropriate for any game, let alone a *management* sim.
 
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As do a majority of the written reviews.

Makes you wonder what they were thinking. That together with clumsy selection options (no box dragging or ctrl+click to make multi selections), makes me want to blame their pandering to console players.

Then again, the AI coding of this team has never been all that good. Just look at the Tropico traffic.

Really hoping they’ll patch in improvements.
 
I agree, i personally hand picked colonists for each building that i have made, when they arrived i was sad to find two geologist in a hydroponic farm and people with no specialisation in the metals extractor.
 
I'd like an option to also set affinity on buildings, like we have on the domes. And for both domes and buildings, I'd like to be able to set up a third, more stringent affinity that makes it a demand rather than a suggestion for your colonists.


The two affinity options we have now are:

1. "I don't care who works here."
2. "Colonists with MORE of the desired trait will prefer this dome (and building). You know... when they feel like it of course. Pretty please? No Bob! You're a geologist! What are you doing in the Hydroponics?"


I'd like the third option to be:

3. "ONLY colonists with this trait may enter this dome (or building). Everyone else is refused. If this job opening cannot be fulfilled, security forces will search for people with this trait moonlighting in other places and escort them here for enforced work placement. Bob will be shackled.
 
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I just want a little button next to each job that I can click to lock in the person with the job until they retire or die. Please implement that and I'll be really happy. I don't mind the extra micromanagement, but the stupid AI is getting on my nerves.