Simcountry
Forum Problems Labor shortages

Labor shortages

A
Aries
04 Jul 2015 09:11 Link
The goal is the empire will be more self-sustaining. This will allow the option to let the empire run on auto at times or give me a free hand to focus on other aspects of the game. Getting pop growth is part of that. I have also built economies sufficient to keep very capable defenses on station allowing me to respond quickly to any threats to my empire or allies. Notice I hold war ranks 1, 2, 3, 4, 7, 9, 12, 13, and 15 for my LU slaves in addition to holding 4 of the top 5 finance ranks.

I just dropped Hades tonight after finishing taking its pop. This will put rebellions under control and allow the dozens of corps I had to rebuild, or build to accommodate new pop, to upgrade and further increase overall income. Current monthly production is over $8.3 Trillion/month for my LU empire. Over $2T more than 5 months ago. I have estimated this amount to be around 5% of LU's production value. I see hitting over $10 Trillion as these corps upgrade and I put my new pop to work.

By the end of the year, I have been contemplating a goal of pulling back to just run my LU empire. I have stepped up my acquisition of unique FB products to prepare for the possibility. My FB main has over a dozen strategic corps. I would also complete a run on game levels and war levels for coins before retiring those empires.
A
Andy
28 Jul 2015 17:24 Link
There is more to say about it.

There are no "demotions" moving people between groups in general.

If there are huge numbers of unemployed professionals, they might be demoted but only to workers. Medium level managers will not be demoted to low level managers.

There are some movements between workers groups and notably, up to 40.000 LLWs will be promoted to HLWs each game month if the HLWs groups has severe shortages while there are many LLWs unemployed.

To produce large numbers of professionals and prevent shortages, we have often advised to raise the education index to 200 - 250. At 250 it will produce twice as many professionals as it does with the education index at 125.

A low EI is a major problem and many countries suffer shortages. it is also hard to fix when broken. You should look at the EI and education priorities first thing after login. These are the most important pages.
You can also set a notification to get a message when the EI goes under a certain level.

Last but not least, medium level managers are hired by the army as officers if the army receives more weapons.

When you purchase new weapons, the army will hire more people. It will take, with a very high priority, LLWs as soldiers and MLMs as officers, all from the <50 years old, before any corporations gets workers.
The process is reversed, when the weapons disappear.
A
Aries
28 Jul 2015 17:41 Link
"There are some movements between workers groups and notably, up to 40.000 LLWs will be promoted to HLWs each game month if the HLWs groups has severe shortages while there are many LLWs unemployed. "

Isn't a fixed number of promotions, 40k, inadequate for the needs of very large, 250 million+, countries? Andy, could you tell us how many HLWs typically retire from such countries on a monthly basis?
A
Aries
03 Aug 2015 06:43 Link
If it helps, my country Candinnalm on LU needs to demote about 30k professionals/month to HLWs to maintain full employment. That appears to be the magic number after much experimentation.
O
Orbiter
03 Aug 2015 07:43 Link
again, i don't have this problem, i realize i'm the only one, so what ever
O
Orbiter
08 Aug 2015 08:04 Link
the graduation process competes with the promotion of workers into higher groups. creating a high demand for techies, creates a high competition with the worker categories, suffocating the promotion process into HLW.

to offer a solution, once efficiency upgrades rise above 200, they should reduce HLWs at a higher rate, it works out to -10 HLWs per upgrade, and +60 HTE per upgrade, meaning, that reduction of HLW demand, does not equal out against the increased demand for educated workers.

at 200 efficiency, its -1000 HLW, and +2400 HTE. drawing those extra HTE from what would otherwise become HLWs.

this means, that once you upgrade a corp to 200, and draw out 2400 workers to be educated into HTE, you're not plus 1000 HLWs, but have reduced the pool of workers being promoted into HLWs by 2400, effectively making what should be a +1000 HLWs into -1400

so, to give CEOs an inherent advantage, the +/- of HTEs for HLWs should equal out at 225 efficiency. and probably stay even until 250.
O
Orbiter
08 Aug 2015 09:16 Link
reviewing, i had my numbers wrong, so disregard.
S
Shu Pei
09 Aug 2015 16:59 Link
Our Business Managing Channel Flow cannot get enough workers!
C
CrackerJack
13 Aug 2015 17:55 Link
My corporations are all set @ 100% hiring + production. I have enough of all types workers. Automation is off. Yet I keep getting corporations that drop to 90% employment. They are in the green but still, I have the workers for 100%. Would you take a look at this? 'MORASS' on LU. Thanks.
C
CrackerJack
13 Aug 2015 19:56 Link
Now worker numbers are swinging so drastically they make no sense at all. Is it unstable due to Pop. = 61M?
C
CrackerJack
15 Aug 2015 18:12 Link
Worker numbers: Up & down (0 pop. growth-no new corp.). One turn, very few workers, next turn plenty extra. Yet I can't get 100% employment in all corp. If I change some educated to LLW's, next turn 75% of all extra workers disappear! Feels like a ghost in the machine.
O
Orbiter
16 Aug 2015 03:50 Link
can you check something for me,

from your corp menu, select "Production and Hiring"

look over that, but at the bottom, select "set" for each option, type in 100, and press the set button.

thats the only thing i can think of, when i check your workers, and professionals graphs, you're not actually short of anything, so the only thing that makes since, is that the Production and Hiring are set to automatic, which will try to adjust workers in line with for production.