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Marcus

Over the top, gentlemen!
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Should not be too tricky to code and would prevent Doctors and Engineers deciding that they would like to pursue a career in mining instead of moving to a dome where they are actually needed.
 
Thanks NADster.
 
According to the QnA livestream PDX recently did they are supposed to shift to specialized work on their own and that they aren't is a bug of some kind. I suspect they will try to fix this instead of implementing another layer of micro.
 
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I have to say I see a lot of threads about this issue but I really haven't experienced it myself, I believe because of the micro I do early on.

Specifically, you might want to disable work slots on your service buildings, especially early on when you won't have the pop to fill those slots.

For example, if I build a diner in my first dome, I will usually disable 1 work slot for morning and afternoon shifts to help ensure my other production buildings get the workers they need. If you have an engineer in your diner rather than in your polymer factory, it's probably bc the game engine is trying to fill the open work shift, not bc it doesn't know to put engineers in factories when they are available.
 
I have to say I see a lot of threads about this issue but I really haven't experienced it myself, I believe because of the micro I do early on.

Specifically, you might want to disable work slots on your service buildings, especially early on when you won't have the pop to fill those slots.

For example, if I build a diner in my first dome, I will usually disable 1 work slot for morning and afternoon shifts to help ensure my other production buildings get the workers they need. If you have an engineer in your diner rather than in your polymer factory, it's probably bc the game engine is trying to fill the open work shift, not bc it doesn't know to put engineers in factories when they are available.

Yeah but it's a lot of work you do that with your first three domes but once you start to have 15-20 domes or more and 1000+ pop, it starts to be boring and unplayable.
 
Yeah but it's a lot of work you do that with your first three domes but once you start to have 15-20 domes or more and 1000+ pop, it starts to be boring and unplayable.

You don't need to disable work slots at that point, you will have the pop to fill everything at which point the engine will (to the best of my observation) put specialists in the right spot. Also, if you're at 6+ domes, you've already survived Mars, at which point who cares about Min/maxing anyway.
 
You don't need to disable work slots at that point, you will have the pop to fill everything at which point the engine will (to the best of my observation) put specialists in the right spot. Also, if you're at 6+ domes, you've already survived Mars, at which point who cares about Min/maxing anyway.

Ah not from what i've seen, it depends on your pop and the work opportunities they have but if you lack active pop in some domes due to seniors for example and if they have too much work opportunities it will tend to fill spots just to keep everything running. A scientific will switch place to a grocery cause there isn't enough people left in the grocery to run it properly, then a geologist in the research facility and so on. Everybody will switch places often.
I agree at some point you don't have to care on min maxing like you do at the beginning but if you could give priorities to fill work slots per dome and/or per building it would not place your workers with a +40malus to unfit work the same way as it's been done now.
Though i havn't really tried the new patch yet i know they fixed things regarding this matter.
 
I'm repeating myself alot...

You are actually trying to micro yourself out of a macro management issue: if the AI balance your jobs pourly, it means don't nearly have enough worker compared to the open work slots available :

Close work shifts, and if really necessary, close some slots. But more importantly, get more colonists asap. The moral malus is irelevant. The productivity malus is also irelevant as a void slot produce zero , so having unspecialized worker in the slot is actually infinitelly better.

If this is still an issue when your colony is past the 4th/5th batch of colonists (~50+), it is not a micro issue, you are managing your workforce uncorrectly by creating an unbalanced work demand compared to your workforce offer. Neither you nor the AI will be able to balance out the systemic issue this actually generate. Also unemployement is actually a good thing in comparison, as it has no drawback (saves the food usage) and provide a workforce buffer. I'v tested this extensively and i've yet to see the AI fails to do its job correctly when the requirement are met.

The only real issue is worker not switching when everything is full, but this is currently investigated as a potential bug. It can still be solved by pausing, firing the 2 worker by clicking on their slot, unpausing, the AI will put them were they belong, if there is enough housing to move.

Now if you feel you really need more micro options, there is a mod for this. It is indeed of little help once you understand how the game work as and you can achieve strictly the same results by managing your shifts/slots which you can already do.
 
Oh hell yeah. Thanks, guy. I hadn't seen it. Must be new.

I have to say I see a lot of threads about this issue but I really haven't experienced it myself, I believe because of the micro I do early on.
Micro only gets you so far without an excessive amount of work. I'll close all the workspots except for the one I want filled, and then spend the next 5 minutes reassigning every single scientist from my labs back to their labs before an unemployed mook finally takes the position.

I'm repeating myself alot...

You are actually trying to micro yourself out of a macro management issue

Okay but micro is incredibly important in the phase before macro becomes possible, You can't just say "get more colonists lol". Unless you're playing on easy mode, having enough resources to comfortably and productively house large numbers of new colonists relies on your first couple of batches being productive, or you run out of electronics and money.
 
At the start of the game, it's easy and somewhat fun to micro manage units and colonists. However, after you get more than, say, 200 colonists, you just can't afford to micro manage them all. That's what the topic of this thread is about.
 
Should not be too tricky to code and would prevent Doctors and Engineers deciding that they would like to pursue a career in mining instead of moving to a dome where they are actually needed.

This generally only happens if you don't have the right mix of people to begin with. Players need to stop blaming the AI for sending too many doctors and engineers to a mining colony on Mars and then wondering why they ended up mining.
 
At the start of the game, it's easy and somewhat fun to micro manage units and colonists. However, after you get more than, say, 200 colonists, you just can't afford to micro manage them all. That's what the topic of this thread is about.

I wrote this guide specifically because people keep repeating the myth that you need to micro your colonists

https://forum.paradoxplaza.com/forum/index.php?threads/surviving-mars-a-primer.1083069/

Again, micro doesn't work. If colonists are taking on the wrong jobs, it's because your colony does not have the right mix of specialists or workers to begin with. The AI in fact does it job well of assigning colonists to the right jobs, the problem is players not recognizing they don't have the right mix of specialists available.
 
Okay but micro is incredibly important in the phase before macro becomes possible, You can't just say "get more colonists lol". Unless you're playing on easy mode, having enough resources to comfortably and productively house large numbers of new colonists relies on your first couple of batches being productive, or you run out of electronics and money.

I'm not denying that, microing the very start of the colony it is indeed very important, if not imperative for highers difficulties, this is why I also explained how this is also already 100% achievable without any mods since you can micro each work slots individually.

I may have overlooked a specific case were this would not be sufficiant to achieve the desired result, but I've neither seen nor been presented one yet.

Up to 40 colonist , just by using dome filters ,and work slots fine detail management, I can literally assign any worker only to its speciality if I want to. Job Priority is not even necessary in this case, it is more about "move all engeeners to polymer right now instead of spares because we need more in a hurry".

But if you can give me a case were it wouldn't work I'd gladdly know it.
 
Okay but micro is incredibly important in the phase before macro becomes possible, You can't just say "get more colonists lol". Unless you're playing on easy mode, having enough resources to comfortably and productively house large numbers of new colonists relies on your first couple of batches being productive, or you run out of electronics and money.

If you bring 8 geologists and land them on a mining Dome with 8 open slots on a mine then the AI will pretty much do the job for you and assign them correctly to begin with.

The problem consistently is that people don't realize they didn't bring the right mix of people to begin with, or forgot that they had other open job slots.

This is not a micro issue, even from the start. It is a macro issue where you have to try and fit the number of jobs to your available labor force. People get into trouble when they create too many jobs, or have the right number of jobs but the wrong kind of people to do them.