InfraSpace

InfraSpace

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Real Workers
   
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Tags: Mod
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5 Oct, 2023 @ 1:27pm
6 Oct, 2023 @ 9:27pm
9 Change Notes ( view )

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Real Workers

Description
All buildings that require workers to function will now generate traffic to habitats. 'USE MEDIUM OR LOWER GAME DIFFICULTY', recommended to use high transport difficulty. Classic Parks reused to function as 'bus stations' that will carry workers more efficiently, and are now located under the 'Transport' buildings section. Always set 'Car' production priority to 0, and adjust bus services accordingly with the 'Citizen' production priority. Because of the game logic, spaceports will also accept the buses can cause a drain in work-minutes if not managed, use the district zoning and export rules to ensure buses do not get delivered to spaceports.


<<<<<-----Longer Description----->>>>>
Every building that requires workers to function will now generate a 'Car' resource, equivalent to 1 Worker-Minute per car, i.e a factory with 4 workers will generate 4 cars per minute. This will be consumed by habitats at a rate equivalent to occupancy* to represent employment. Habitats receiving insufficient 'Car' resources represents either bad traffic, e.g workers cannot get to and from work, or there are insufficient jobs and citizens are unemployed. Underemployment, like normal resource defficiency, will cause citizens to move out. However habitat downgrading has been disabled to compensate for the additional difficulty in habitat management.

Starting from Lvl.3 Habitats, they will start requiring public transit in order to upgrade further. This is represented through the 'Citizen' resource, which are generated by the bus stations now located in the 'Transport' buildings category (repurposed classic park asset). A single 'Citizen' bus is equal to 8 workers, and the small/medium/large bus stations can handle at a base rate 8/24/64 workers respectively. Higher level habitats will require higher public transit coverage, and some larger factories/power plants also transports some of their workers by bus automatically.

Overall this should change the game pretty drastically and is likely to explode your city if you apply to an existing save, so a new save is pretty much required. As opposed to the mega-habitat-blob in normal Infraspace, this should incentivize you to build more organic cities with habitats closer to workplaces, and have a few spread-out towns and villages for remote locations.

If your habitats are not upgrading despite having no traffic issues, it is because there is insufficient 'worker' traffic density to push the upgrade meter past the critical threshold. This is due to either - 1.the habitat is located too far from workplaces, and the worker travel time is too long, or 2.the density in the area is too low - Habitats with only a couple of factories nearby will have difficulty upgrading past lvl.3, whereas habitats located next to 5+ factories will upgrade past lvl.4 easily. Also, use the district export rules to control where citizens drive to and from work, as the game's default logic will generate long travel times.

*In order to compensate for the resource accrual for habitat upgrade, the lower habitat levels actually consume worker-minutes at a lower rate. Lvl.1/2/3 consumes at 80%/90%/90% respectively, which should give a nice buffer to allow for quick habitat upgrades. The base surplus decreases to 5% for Lvl.4 habitats, and 0% for Lvl.5/6 habitats. This means that it will be much harder to push habitat upgrades past Lvl.4 by default, and the extra worker-minutes will have to be gained from efficiency bonuses, and upgrades such as industrial robots.
7 Comments
The KotU 30 Sep, 2024 @ 6:34am 
To fix duplicate buildings:
1.Go to whatever drive location you installed the game <drive letter>\SteamLibrary\steamapps\workshop\content\1511460\3046334917
2.constructionCategories.json <-- select and delete

As far as i can tell at game runtime duplicate buildings gone, and still shows cars being produced, so i'm assuming this is a fix
Leonix 3 Sep, 2024 @ 2:13pm 
I just found out by gradually disabling all modifications and then testing your mod as the only active one, that your mod duplicates buildings in building menu. Specifically mines, the others I don't know, I haven't studied further... o.o
tonechild 12 Jul, 2024 @ 12:00pm 
wow this is what was missing
Apastron  [author] 10 Feb, 2024 @ 9:53pm 
Yes trains do seem to transport the cars and busses as normal
HELLFIRE 8 Feb, 2024 @ 2:34pm 
Can cars be transported by train?
Fat Obelix 18 Jan, 2024 @ 1:54pm 
I never understood how this is not part of the very first original game.... there's no logic people not going to work.... thanks for the mod :-)
Dread 7 Oct, 2023 @ 11:55pm 
Holy. You destroyed my traffic flow. :_: