[Idea] Unemployment

Nimek

Emperor
Joined
Jul 7, 2010
Messages
1,208
Background

In real world uneployment is a very important factor of empire stability and citizens hapiness. In reality more uneployed people mens more demonstartions, more crime and sometimes even revolutions. If authorities cant give the people enought money for living it is time to replace them...

Even now in modern times goverments dont have problems with diseases, wars but with uneployment...

Gameplay

Since we have a lot of food in game and waste of :food: to balance city growth rate we should do something to convince player that build a bigest cities as possible is not good idea since you do not have good civics and technology


What need to be done

- rename citizen to uneployed citizen and remove from him any positive effect
- replace "unlimited specialist bonus (ex merchant)" in civics to + 10% of city population can be merchants (unlimited specialists makes game to easy because all you should do is build as huge cities as possible)
- add posibility to add negative effects to unepolyed citizen (disease and crime also)

Gameplay impact

Every city have 20 workable tiles + from building bonuses that create work places so uneployment will be a problem starting from aprox medieval era when cities growth above 30.

Uneployed citizen standard stats ex.
+1 (or more because i dont know how it works) disease – poor slums was almost always place where disease starts
+5 crime (no job so you steal or earn in another way)
-5 food (people dont want to live in cites where uneployment is hight)
+2 instability penalty – if uneployment is hight people want to have neew gaverment who will cover their needs
+1 unhapiness (you are pist off when you cant have a job)

After reserching some civics or techs this stats can be changed:
ex vacination – no disease penalty
social support – no crime penalty but uneployed generates -2 gold
charity - no unhapinnes from uneployment

With technology and civic development we may start to add positive effects to uneployed (starting from transhuman ex) because in the future a lot of work will be done by robots and it will be no need to everybody works.

This will stop player from building cities as huge as possible. Ex i am in 30BC (v25) and my biggest city have 102 points and will add a new depth and reality to the gameplay. Bigger city means bigger problems.

Since buildings creates workplaces (gives places for specialists and employe people) destroying building caused by fire, sabotage and other will be even more devastaiting because will create uneployment in large cities

Also civics makes workplaces so that will force you to choose your civics wisely because civic change can cause a hight unemployment.


Related events

With uneployed citizen it will be easy to add some modern times negative events like

Financial crash - some of bankers have fraud a lot of money that triggered financial crisis
option 1 - +x uneployment citizens in each city per x turns
option 2 - substract a lot of money to reduce uneployment by half but increase inflation
option 3 - cover all lost money - huge amount of money no unemployment but huge inflation

Related buildings

we can add some buildigs that will reduce negative effects of unemployment

employment agency - buildings that helps people to find a job so they feel that someone care of them
+ 5% maintiance
no additional unhapiness from uneployment citizens
 
I post my save game to convince you that we must do something with 3 things that makes game to easy to play

- huge cities (Uneployment idea resolves this problem)
- unlimited specialist bonus (from civic) (uneployment resolves this also)
- wonders that give bonuses to all specialist in all cities (uneployment idea resolves this if we program that uneployed citizen is negative specialist and dont take bonuses from wonders)

This 3 things together is madness (uneployment resolve them all). Anout my save game.

There is 0 AD monarch difficulty (v25). I will wait to v26 to compare this result
- I reached modern era
- I have nuclear weapons
- almost 3 000 000 :gold: in treasure (almost entire game on 100% :science:)
- almost 200 000 :science: per turn

Biggest city Thebes
105 city size
above 1 000 :food: per turn

All of this would not be possible with Uneployment.
 

Attachments

I think you have some good ideas there. I'd like to hear feedback from others on what they think of the concept though.

In short, you're saying that there's only so many jobs to fill and if you overpopulate, you're going to have citizens that do little more than drain the economy. The idea that manpower is a measurable, limited, but potentially over-stocked resource is probably a fairly true-to-life model. Our modern days are going to be faced with this as a problem for people more and more as time goes on.
 
In the ancient and medieval Europe cities could only really become huge if they were supported by food shipments from elsewhere. Constantinople for example shrank from over 500,000 inhabitants to around 70,000 after the Byzantine empire lost Egypt and its grain. Rome also shrank very rapidly after the fall of Carthage to the Vandals.

So I think that some mechanic to limit city sizes would be a good thing. It should still be possible to have very large cities in ancient and medieval times but it should cost a lot to feed their populations and keep the mob happy.
 
I think we must wait AFTER all the change for slavery...
Today, i use 80% of my slave to have "citizen". Why used a slave for something negative?

And I always play very religious, trying to have lot of religion in all cities, so I dont often have "normal" citizen.

And for that, we nedd more building using citzens to work or a city, even with lot of power plant, factory, office and all will have a lot of unemployment

And with some civics, it would be no unemployment because everyone work for the nation, even as an useless job (Soviet russia) or in army (North Korea)
 
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