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Miravlix

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Aug 20, 2010
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Someone was so busy whining in another thread he started that he or she was unable to see the good discovery.

You can lock apartments population slots like in worker buildings, but it doesn't drop the number of people in the dome.

Say you lock one pop, the dome is still 14 people, but it will only ever get 13 housed, this should result in specialist still moving to the dome to get a specialist job. Preventing the problem of specialist being unable to move to a dome with the right jobs.
 
should we really need to play with the oddities of the AI that way though?

Population should be a scarce resorce, its clearly intended to be, given all the techs that reduce need for workers, or extend their productave lives, or allow them to work longer, and the detail put into each of them. The present birthrate along side the derth of building options means instead of any kind of gameplay to do with coping with a small limited population in a hostile place is washed away in face of a rising tide of mankind. When unemployment is your biggest issue late on, theres no reason to reduce worker numbers. With colonists breeding like tribbles, theres no need to care about individuals.
 
That sounds great in theory, but when you have 500+ unemployed/homeless colonists all rushing to that dome for this secretly unavailable apartment and/or job then you just have a whole other problem. Also, if I recall correctly, a specialist won't kick a non-specialist out of a job or a home, so if your jobs are full of mismatched employees, and there's not actually an empty apartment available to move in to this won't solve that.

as MontharKragan suggested, this only really seems useful for making one sort of fly trap dome to fill with homeless elders