Adding Population decreases Workers

I’m reporting this as a bug because it seems unintuitive and unintended.

Essentially when adding colonists to a pop the number of workers first increases, then decreases then eventually increases again.

At a pop of 176m there are 54m workers

at 185m is decreases to 50m

and begins rising again once over 200m, reaching 54m again at 216m

Effectively adding pops between ~175m to 216m loses workforce.

It seems to me, that while diminishing returns are obviously intended, return actually turning negative here may be a math error.

This is why taxes are calculated in tiers (at least in my country they are).

You don’t pay any taxes on your first 10000 ducats (insert actual number and currency),
then 10% on your next ten thousand up to 20000, then 20% and so on.

Aurora calculates workforce from the whole population always.

So this is not a bug, but working as intended (My guess).
Now that you reported this behaviour, Steve will think on whether changing the calculation is worth the hassle.

Let me ask you:
Was there an actual shortfall of available labour in your game?

That is why I noticed it.

It depends on the Colony Cost.

I do not know the exact formula, but up to ~225m, the percentage of workers in the total population decreases. After this value, it is unchanged.

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In my head, the RP logic is:

The first migrants are almost all working age. Then, as the population grows, some are children or dependants, or teachers. Workplace injuries and retirement change the distribution.

Economies of scale can kick in at higher population sizes like daycare or retirement homes, and wealth techs improve productivity

Thank you.

According to that chart, only colonies of CC 1.0 and higher experience an actual loss of workforce around the 200million mark.

That seems tolerable to me.

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Did the cc increase because of a non-perfect circle orbit?

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Agriculture% = 5 * (ColCost+1) | orbital population is always 0%
Service% = Bpop^(1/4) * 100 | max of 70%
Manufacturing% = whatever is left after those

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While the general pattern of worker decline and growth is a known part of how the game works, the numbers you provide don’t match up with the known behavior of the game.

That’s not possible unless you have a colony with both surface and orbital population.

A purely surface colony with col cost of zero has only 53.2m workers at 176m pop.
A colony with only orbital pop would have 62m workers at 176m pop.

So 54m workers is only possible with some combination.
If that’s what you have, you should mention it, because mixing surface and orbital pop affects the calculations.

…at 185m is decreases to 50m

Only colonies with col cost over 1.5 will ever see an interval of decreasing workforce with increasing population. But you have far more workers than you would with a col cost over 1.5 (185m pop at cc1.5 gets 40.55m workers).

It is more likely that your colony cost increased over this interval, due to an eccentric orbit.

(The only other explanation is, again, a mix of surface and orbital population. But even with that I don’t think you could cause a drop in worker count just by adding surface pop from 176m to 185m. You’d have to add more surface pop than that, and remove some orbital pop. Maybe. I don’t really want to do the math on this.)

and begins rising again once over 200m…

If col cost is static, any decrease in total workers will not reverse until 240.1m pop (unless col cost 5+, in which case the decrease accelerates with continued pop growth until there are zero workers).

…reaching 54m again at 216m

50m workers at 185m pop implies col cost of ~0.478
54m workers at 216m pop implies a col cost of ~0.365.
So, sounds like an eccentric orbit might be causing most of what you are interpreting as worker losses due to pop gain.

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Well deduced Mr Holmes, I was in fact referring to Mercury, which is eccentric.

And some of my numbers just aren’t very accurate.

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