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Lycrist Katkiller

Colonel
26 Badges
Feb 9, 2017
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because it becomes annoying af...

What? You are telling me, they don't? Well. Don't tell me, tell her.

1. Phoboenna has a job assigned.
2. I close and open the jobs in the diner.
3. Who shows up?
4. Some other random colonists now works in the spacebar.

This becomes even more annoying when you got random people turning into renegades for no reason, leaving and taking random jobs and completely destroying the micromanaged workforce (workaholics leaving their heavy workload jobs and random colonists taking over, losing health and sanity).
 

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Emm... I am not sure what you expected after closing and opening job slot? Closing job slot implies firing colonist from his job. So, how do you expect job assignment to still be valid?

More importantly, if you are manually assigning colonists to job slots, you are doing it wrong. I am not sure about >1000% playthroughs, but there is no need to do that on any reasonable settings.
 
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Emm... I am not sure what you expected after closing and opening job slot? Closing job slot implies firing colonist from his job. So, how do you expect job assignment to still be valid?

More importantly, if you are manually assigning colonists to job slots, you are doing it wrong. I am not sure about >1000% playthroughs, but there is no need to do that on any reasonable settings.

She's leaving her job in the space bar, not the job in the diner. She just takes the job in the diner when it's reopened.

And of course you have to manually pick people to do a certain job. How else would you manage heavy workload? How else do you prevent 54 sol old people from taking a "job" in the martian university instead of a youth?
 
And of course you have to manually pick people to do a certain job. How else would you manage heavy workload? How else do you prevent 54 sol old people from taking a "job" in the martian university instead of a youth?
If you don't want old people in your universities, just ban everyone except youth in your university domes. (You do have a specialized university domes, right?)
In general, the way to manage your pops is to make specialized farm, factory, mining, etc domes and set up proper filtering to ensure that right people go to right dome. It's not 100% effective and it takes some time but it is good enough to do the job. And anyways, how do you imagine managing your colonists beyond the first founder bunch?
 
If you don't want old people in your universities, just ban everyone except youth in your university domes. (You do have a specialized university domes, right?)
In general, the way to manage your pops is to make specialized farm, factory, mining, etc domes and set up proper filtering to ensure that right people go to right dome. It's not 100% effective and it takes some time but it is good enough to do the job. And anyways, how do you imagine managing your colonists beyond the first founder bunch?
Yeah. That will totaly work out if want young adults to be educated, too, will it?
It's called micromanagement. And i am 98% certain that a colony on higher difficulties will not work very well unless you micro your colonists to do certain jobs. Like having people with high work performance work in places where you need the high work performances. Like in a space bar and not in a Diner. You also need to have your renegades not work in jobs where the performance matters like in factories or the very same space bar.
 
Okay, I just have to ask: do you know about dome filtering policies? Because things like education and renegades require zero micro if you use them.
As a side note, higher difficulties are generally just slower, not harder.
As another side note, you don't really need space bars at all, and renegades are not really a problem even if you don't handle them at all.
screenshot-2021-05-30-12-22-22-png.725728
 

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Okay, I just have to ask: do you know about dome filtering policies? Because things like education and renegades require zero micro if you use them.
As a side note, higher difficulties are generally just slower, not harder.
As another side note, you don't really need space bars at all, and renegades are not really a problem even if you don't handle them at all.
screenshot-2021-05-30-12-22-22-png.725728

1. What exactly does filtering have to do with colonists leaving their assigned work places?

2. You ever played with last ark and rebel yell because I got the feeling you haven't.

Not having a space bar will make your colony die out (or run out of funding).
Filtering renegades will just make more renegades.
 
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You really don't have to micro on the level of individual colonists. I've done max disasters runs as PDX and the only micro I ever did was dome filters. Dome filters are the lowest level of management you can expect the game to support. Most of the actual challenge is getting the right infrastructure in place to survive without running out of a critical resource.
 
You really don't have to micro on the level of individual colonists. I've done max disasters runs as PDX and the only micro I ever did was dome filters. Dome filters are the lowest level of management you can expect the game to support. Most of the actual challenge is getting the right infrastructure in place to survive without running out of a critical resource.
That's nice.
I don't see how this is related to assigned workers leaving their work spaces but yeah.
That's nice.
 
Yeah. That will totaly work out if want young adults to be educated, too, will it?
It's called micromanagement. And i am 98% certain that a colony on higher difficulties will not work very well unless you micro your colonists to do certain jobs. Like having people with high work performance work in places where you need the high work performances. Like in a space bar and not in a Diner. You also need to have your renegades not work in jobs where the performance matters like in factories or the very same space bar.

Well, you're wrong. I have completed games at the hardest possible difficulty, with the hardest sponsor, on the hardest map.
I didn't need to micro the workers like you did.

Infact your problem is occurring because you are microing waaaay too much, opening and closing buildings, and moving people around like that, of course you run into issues because thats not how the game was intended to be played nor an effective way to play.

There is no bug to fix or issue to fix here. The workers are fine and you don't need to go OTT to move them around. If you put someone in a workplace they stay there unless you start changing around other workplaces. Really the only people you need to move around are Idiots so they don't break things that cost electronics.
The mediocre boost you will get from microing the colonists will not translate into anything meaningful in the short to mid term and long term those gains can be erased or compensated for by a single idiot, or meteor storm, or story bit, or expedition.
 
Well, you're wrong. I have completed games at the hardest possible difficulty, with the hardest sponsor, on the hardest map.
I didn't need to micro the workers like you did.

Infact your problem is occurring because you are microing waaaay too much, opening and closing buildings, and moving people around like that, of course you run into issues because thats not how the game was intended to be played nor an effective way to play.

There is no bug to fix or issue to fix here. The workers are fine and you don't need to go OTT to move them around. If you put someone in a workplace they stay there unless you start changing around other workplaces. Really the only people you need to move around are Idiots so they don't break things that cost electronics.
The mediocre boost you will get from microing the colonists will not translate into anything meaningful in the short to mid term and long term those gains can be erased or compensated for by a single idiot, or meteor storm, or story bit, or expedition.

Yes. Of course.
It's completely useless to have my best workers to run the only comfort building on highest possible performance so that my colony can grow. What was I thinking...
I guess it's also pointless to micro night and day shifts. Sanity breakdowns? How care.

Please spare me your nonsense. Thanks.
 
Yes. Of course.
It's completely useless to have my best workers to run the only comfort building on highest possible performance so that my colony can grow. What was I thinking...
I guess it's also pointless to micro night and day shifts. Sanity breakdowns? How care.

Please spare me your nonsense. Thanks.
Moving people from nightshifts is about all you really need to do and its easy. Just assign them to a new workplace, they stay there as long as you aren't constantly trying to micro workers everywhere and opening and closing buildings causing the whole workforce to reshuffle constantly. This is why you are in micro hell.

Try, not microing the workforce, leave good workers where they end up, don't keep opening and closing buildings and only move around the low sanity workers so they stop working outside or at night until they regain sanity. You'll find the mechanics work fine, your colony works fine and you no longer need to rant and moan....

Besides, if its nonsense, how come am I breezing through the harder difficulties and facing none of the issues you claim would occur (such as colony collapse) yet you are pulling your hair out and struggling....?
 
Moving people from nightshifts is about all you really need to do and its easy. Just assign them to a new workplace, they stay there as long as you aren't constantly trying to micro workers everywhere and opening and closing buildings causing the whole workforce to reshuffle constantly. This is why you are in micro hell.

Try, not microing the workforce, leave good workers where they end up, don't keep opening and closing buildings and only move around the low sanity workers so they stop working outside or at night until they regain sanity. You'll find the mechanics work fine, your colony works fine and you no longer need to rant and moan....

Besides, if its nonsense, how come am I breezing through the harder difficulties and facing none of the issues you claim would occur (such as colony collapse) yet you are pulling your hair out and struggling....?

Yes. I am in "micro hell" because I noticed that workers leave their assigned workplace. But you are apparently in micro heaven when you assign workers to a workplace because they will never leave the work places you assigned them, too? Right? Not even when a work space because newly available because... mh... some guy turned Senior or died, right? That would never happend to such a great player like you?
You understand how ridiculous you sound, don't you?

I am also not sure what made you think I was struggling with running a colony but I guess I know the answer. I the same thing made you think I cared for your opinion on the way how I play the game. Because I really don't. If you think I was doing it wrong, keep that opinion to yourself or derail some other thread with your 11/10 knowledge of this game.

The only reason why I might "rant and moan" is because people turn up here and explain something to me that has absolutly nothing, nothing at all, not the slightest bit, to do with whatever I said in the beginning.

Now stop embarrassing yourself and skedaddle.
 
My workforce isn't as volatile as yours buddy.
If I move someone then they tend to stay put because, as I keep pointing out, I am not constantly trying to move people about and turn buildings on and off, thats your problem, why is this hard for you to understand......?

Whenever you open a building or a workshift the game has to basically reshuffle its existing workforce, workers are not 'locked' to a role so they can move even if you've previously assigned them somewhere. This is good so they don't get stuck after you've moved them once.

Now, in a stable dome, you shouldn't be turning things on and off, you shouldn't be toggling shifts on and off. It should stay pretty solid. As such, when you assign a worker, they'll stay put for quite a while as the game doesn't need to keep shuffling them about.

Do you get it yet? Its a pretty simple concept? Its also how most players play and why you are the only one struggling......
You know if you are driving down a road and every car you see is going the wrong way.... perhaps consider its you that is actually wrong....

Accept that workplace assignments are not permanent and that messing with your buildings too much is causing the issue, not the game.
 
My workforce isn't as volatile as yours buddy.
If I move someone then they tend to stay put because, as I keep pointing out, I am not constantly trying to move people about and turn buildings on and off, thats your problem, why is this hard for you to understand......?

Whenever you open a building or a workshift the game has to basically reshuffle its existing workforce, workers are not 'locked' to a role so they can move even if you've previously assigned them somewhere. This is good so they don't get stuck after you've moved them once.

Now, in a stable dome, you shouldn't be turning things on and off, you shouldn't be toggling shifts on and off. It should stay pretty solid. As such, when you assign a worker, they'll stay put for quite a while as the game doesn't need to keep shuffling them about.

Do you get it yet? Its a pretty simple concept? Its also how most players play and why you are the only one struggling......
You know if you are driving down a road and every car you see is going the wrong way.... perhaps consider its you that is actually wrong....

Accept that workplace assignments are not permanent and that messing with your buildings too much is causing the issue, not the game.

Oh. Now I get it.
You actually think I would turn building and shifts off and leave them this way... wow.
That's not what I do and that's not what I said, but yeah, keep assuming that I do something "wrong" and then tell me I do something wrong when in fact no such thing is the case. That's like the strawiest strawman that ever left Kansas...
Just wow. Your assumption I did something wrong because you are unable to understand what I am saying is probably the worst case of patronizing I've ever seen.

Also: How could I ever be so dumb and manage my workforce. Small Space bar with 72 comfort. What a waste of my precious play time when I could be there starring at nothing happening?

Also: What are you implying? If no one manages their workforce, I shouldn't do it either because of what? Your 11/10 mighty skillz? What's next? Your telling me because everyone uses the default rocket loadout when they start a game I must not change that loadout?
 

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'2. I close and open the jobs in the diner.'

Yeah, I assume you are turning jobs on and off. You mention it more than once.

You are angry, arrogant and hostile. I offered constructive advice at first and you replied with sarcasm and calling it nonsense.

You've been the rudest person on this thread, consistently and without fail and to everyone trying to understand or trying to help.
I am done trying to help such a rude, ungrateful person.

Address your anger issues, for your own sake aswell as anyone elses as it must be miserable being so bad tempered all the time, then perhaps apologize and someone might be able to help you.
 
'2. I close and open the jobs in the diner.'

Yeah, I assume you are turning jobs on and off. You mention it more than once.

You are angry, arrogant and hostile. I offered constructive advice at first and you replied with sarcasm and calling it nonsense.

You've been the rudest person on this thread, consistently and without fail and to everyone trying to understand or trying to help.
I am done trying to help such a rude, ungrateful person.

Address your anger issues, for your own sake aswell as anyone elses as it must be miserable being so bad tempered all the time, then perhaps apologize and someone might be able to help you.

Have you even clicked the screenshot and took a look? Isn't it obivous that i only closed it for a split second?
Did I ask you for feedback about how I manage my workforce? No. I did not. If I want feedback, I do what a normal person do and ask reddit.
I did not ask for advice on how to set up filters for domes when the screenshot shows only two domes and I am not interested in your opinion on my gameplay.
I am not rude. You are rude. It's obivious by now that you didn't not even take the time to careful examine what my "problem" was but blatantly told me that I was in micro hell for assiging workers to workplaces where they service the colony best. It so ridiculous that you claim that "no one" manages their workforce when that would mean that no one would use heavy workload or utilize traits of their colonists. It's acutally hilarious that you assume no body would remove renegade specialists from factory jobs and replace them with non renegade specialists.
Sorry "pal" but if that's too much micro for you, that's clearly on you.

And yes. I turn job off and on again. What sane person does not? How do you manage your night shift workers? Because if you are not removing the worker from the currently inactive day shift, close the night shift (which will in 99 out of 100 cases move the night shift worker to the inactive day shift) and immediately reopen it again (which will make the former day time worker become the new night shift worker) then you are doing it wrong.

Yeah. Please leave this thread now unless you anything meaningful to add to the actually issue which is - let me remind you - assigned workers leaving their workplace during their assignment. Because that's not how an assignment should work.
 
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Yes, I did look at your screenshot.

It doesn't matter how long you close it for, by closing it you erase the work assignments and then the workforce must be recalculated under the hood and people may get shifted around.

You complained about an issue that isn't an issue and asked for something that would make microing colonists more tedious. Not less. So I was trying to explain what you misunderstand about the mechanics.

'It so ridiculous that you claim that "no one" manages their workforce when that would mean that no one would use heavy workload or utilize traits of their colonists. It's acutally hilarious that you assume no body would remove renegade specialists from factory jobs and replace them with non renegade specialists.'

I also never said 'nobody' does anything, people DO micro their colonists, most people don't make a pigs ear of it like you are however by opening and closing buildings.

'And yes. I turn job off and on again. What sane person does not? How do you manage your night shift workers? Because if you are not removing the worker from the currently inactive day shift, close the night shift (which will in 99 out of 100 cases move the night shift worker to the inactive day shift) and immediately reopen it again (which will make the former day time worker become the new night shift worker) then you are doing it wrong.'

What players do is they simply select a worker and use the assign workplace button. This will move them from their nightshift to another workplace. You DO NOT need to turn the building or the shift off. This is your fundamental misunderstanding and what I've been trying to explain but you are too stubborn to listen and you cannot accept you might be doing it wrong. Seriously, what is more likely? That everyone else is dumb and playing poorly, or that you misunderstand how to do this?
If you stop closing and opening buildings you'll find this all, much much easier. I already suggested you try that and see the results for yourself but you refuse.

I know I said I'd stop but I just needed to correct you as you are so wildly wrong, both in trying to quote what I said aswell as your claims. You're on you own now. If you actually try to take some of the advice given you might find yourself calming down and enjoying the game.
 
Yes, I did look at your screenshot.

It doesn't matter how long you close it for, by closing it you erase the work assignments and then the workforce must be recalculated under the hood and people may get shifted around.

You complained about an issue that isn't an issue and asked for something that would make microing colonists more tedious. Not less. So I was trying to explain what you misunderstand about the mechanics.

'It so ridiculous that you claim that "no one" manages their workforce when that would mean that no one would use heavy workload or utilize traits of their colonists. It's acutally hilarious that you assume no body would remove renegade specialists from factory jobs and replace them with non renegade specialists.'

I also never said 'nobody' does anything, people DO micro their colonists, most people don't make a pigs ear of it like you are however by opening and closing buildings.

'And yes. I turn job off and on again. What sane person does not? How do you manage your night shift workers? Because if you are not removing the worker from the currently inactive day shift, close the night shift (which will in 99 out of 100 cases move the night shift worker to the inactive day shift) and immediately reopen it again (which will make the former day time worker become the new night shift worker) then you are doing it wrong.'

What players do is they simply select a worker and use the assign workplace button. This will move them from their nightshift to another workplace. You DO NOT need to turn the building or the shift off. This is your fundamental misunderstanding and what I've been trying to explain but you are too stubborn to listen and you cannot accept you might be doing it wrong. Seriously, what is more likely? That everyone else is dumb and playing poorly, or that you misunderstand how to do this?
If you stop closing and opening buildings you'll find this all, much much easier. I already suggested you try that and see the results for yourself but you refuse.

I know I said I'd stop but I just needed to correct you as you are so wildly wrong, both in trying to quote what I said aswell as your claims. You're on you own now. If you actually try to take some of the advice given you might find yourself calming down and enjoying the game.

No. You are just plain wrong.
Closing jobs in a building A should affect the assigned workers in building B. If you think that's working as intented I suggest you google the word assignment.

It's not even funny any more. At this point I am almost certain that you either understood the problem but keep making new excuses why I am wrong or that you are just trolling for the sake of trolling.

Also: just fyi - whoever uses the assign workplace button in the same dome is doing it wrong because you can simply click the building where you want to assign a worker. But yeah... your knowledge of game mechanics 11/10
 
because it becomes annoying af...

What? You are telling me, they don't? Well. Don't tell me, tell her.

1. Phoboenna has a job assigned.
2. I close and open the jobs in the diner.
3. Who shows up?
4. Some other random colonists now works in the spacebar.
This is could a bug. A colonist should stay in an assigned job for 5 sols. Of course, it looks like you're doing this while paused, so I don't know how this would affect job assignments. I rarely micromanage colonists, and when I do, I'll do one at a time while unpaused to give them time to react to the changes I've made. In fact, based on the screen shots provided, I'm thinking that this might be the case the service comfort of both builds doesn't change, regardless of who's working where. Try repeating this action unpaused, and see if it provides different results.

This becomes even more annoying when you got random people turning into renegades for no reason, leaving and taking random jobs and completely destroying the micromanaged workforce (workaholics leaving their heavy workload jobs and random colonists taking over, losing health and sanity).
Micromanaging colonists in this game is a bit like trying to push string while expecting it to remain straight. The game's rules actively works against this approach. An assigned colonist will only stay in role for five Sols even if it was working correctly, so you'll spend most of your time reassigning colonists. You're much better off using the tools provided to build a self-regulating colony. If you set everything up properly, you can trust your colonists to go into the right jobs to maximize your results.

This goes double for service buildings. I double checked one of my older "won" games, and service buildings don't receive much benefit from highly productive workers. A productive worker in a service building seems to provide a flat 20% boost of their productivity to service comfort, as opposed to boosting comfort fully. Here's three examples:







In the first one, a worker with a productivity of 150 raises the quality of the grocer from 50 to 60, rather than the expected 75. In the second, the two workers (with an averaged productivity of 120) raises the productivity of their diner from 60 to 64, rather than the expected 72. In the last, the worker (with 118 productivity) raised the electronics store from a service comfort of 100 to 103! That worker your trying to micromanage will only provide you with six more comfort if she’s in the diner as opposed to the space bar. Unless you have six trained botanists, you’re much better off assigning them to the farm, where she’ll be as productive as a trained botanist, and letting the service buildings sort themselves out.

Rather than micromanaging everything, try setting up your dome filters to get the results you want. For example, I want my engineering university dome to train young adults who are composed, enthusiastic, or workaholics preferentially, and never train those with the idiot and loner traits. That’s because my production dome(s) will also prefer those traits, while turning away youths. This lets me run that particular dome optimally.