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
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
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

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