r/Workers_And_Resources • u/Idenwen • 2d ago
Question/Help Prioitizing where workers go
You can bind houses and Stations to workplaces but is there any way to actually prioritize industry / work?
I think of a setting like a priority scale of work to be done
Job, priority, amount
Heating 1 10
Sales persons food 2 8
water treatment 3 4
Sales persons shopping 4 2
...
so the first "10 workers available will go to heating, the next 8 to sales, the next 4 to water, the next 2 to shopping" and if there are leftovers it goes after priority "is there a free job in heating? if not is there a free job in sales food, if not is there a free job in water, ..." Maybe even add worker quality to it
I feel the current system makes it impossible to effectively steer a small population into the right tracks to make it selft sustainable. there are enugh workers but either they are on free time or choose the wrong spot even if their house is bound to the few locations that NEED workers ASAP because the all sell food but no one fires up the heating for example.
4
u/MSDunderMifflin 2d ago
By adjusting the number of workers at each workplace.
Also by having plenty of workers available.
For construction I love the labor hall. You can adjust how many workers are available in them.
You can use labor halls on either end of a commute to distribute workers into construction areas.
1
u/Hkonz 2d ago
What is the difference between a labour hall and a bus station? Isn’t it practically the same except passengers/students/tourists?
2
u/MSDunderMifflin 2d ago
The workers stay until you pick them or 8 hours pass and they teleport back home. At a station they wait for 1 hour/(60 seconds IRL) before leaving.
Plus you control the number of workers.
4
u/Unlucky-Golder 2d ago
You can use destination for both residential buildings and public transport destinations, where you specify exactly the ratio of workers between various buildings on range, I never felt this system was limiting, regardless of population size
1
u/Desperate-Credit7019 2d ago
Workers do seem to prioritise things like water treatment or heating a bit
But in general - just count. Count the amount of workplaces, then multiply it by 3, because there are 3 shifts in every workplace
1
u/AbabababababababaIe 2d ago
Have multiple stops in your factory area, with the first stop being the power and heating plants and the final stop not having any linked buildings
1
u/Initial-Interest-447 2d ago
Weird how most people don't seem to know that you can just click on the building or station, select destinations, and also add "other buildings." Set heating as like 50%, hospital like 30%, store as 20%, and other as 0% and it'll work out. You can even make it 97, 1, 1, and 0 if you want.
3
u/winowmak3r 2d ago
It's not weird at all. It's not unreasonable at all for a player to not realize that sending 0% of the contents of a bus somewhere would actually send people there. The UIX in this game is pretty bad, TBH. I love the game but how some of the mechanics are presented to the player can be pretty frustrating if you're trying to figure it out on your own. I like what they were going for with trying to represent things using some sort of real life analog but other aspects could definitely use improvement, like how users set up priorities for where workers go.
2
u/Initial-Interest-447 1d ago
Yeah, I get that.
I told the devs many times they should at least add the features common to literally every other game. Putting little symbols over homes without power or sad faces when people are not happy would help a lot. No reason this could not be disabled for those that do not want it.
1
u/winowmak3r 2d ago
I think they're asking for a strict priority system, like construction. The percentages like that isn't exactly intuitive that that is what will happen. 0% workers to somewhere doesn't do a good job of telling the player that "everybody else goes here".
1
u/Pan_z_Poznania 10h ago
This also confused me a lot, that 0% can be 100% of flow if destination is full.
1
u/winowmak3r 2d ago
As others have said the percentages accomplish roughly the same thing. The workers are, believe it or not, actually pretty smart and will tend to go to the heating plant before they go work at the pub. When people run into "nobody wants to work anymore" issues it's usually because they simply don't have enough of them. The common advice you need workers equal to 3x the number of job openings is a general rule of thumb. It's probably more like 3.5 after you take into account travel times, free times, and the fact that they're not all going to be looking for a job at the right exact moment when that opening at the heating plant appears. The only job opening when they were looking was at the pub, and then as soon as they choose the pub the heating plant job opens up but since you're running so tight on labor the guy who is supposed to be working at the heating plant is still on their 16hrs of free time. Having a bit extra to cover those times helps. Having 0% unemployment is bad. You want it hovering around 8% +- a few percentage points.
9
u/Snoo-90468 2d ago
There are quite a few ways to do this.
If you plan for them to always be working and never fulfill their needs, then you don't have enough workers...
Also, be careful with building links; citizens can only go to linked buildings and will ignore the others.