08-09-2018, 01:43 PM
Professional vs Manufacturing Jobs
What is the difference between manufacturing, professional and service jobs?
The distinction between the job types now appears on a tool tip, the one that pops up when you hover over the homes/jobs text on the construction window. The text of that tip is...
Building Codes
The building codes are not clear what causes a building to create its manufacturing and professional jobs: auditoriums, lounges, offices, shops, etc.
All buildings now report what creates their manufacturing and professional jobs.
Morale buildings now report the number of citizens each level can service.
Town Square Nerf
The next step toward phasing out the old cities is to prevent the creation of any new town squares.
The Town Square button on the obsolete city construction window is now disabled. The other buttons are still usable, so players can continue to work on existing cities.
Designer Gravity Bug
Gravity in the designer does not work unless the design has a hull.
Gravity in the designer now affects you whenever you are within the overall extents of the model.
Order Amount Rollover
Mission orders to buy|sell|transfer commodities have a quantity value that rolls over at 64K.
Mission order buy|sell|transfer quantities upgraded from 16 bit integers to 32 bit integers, unsigned. Those quantities will now roll over at just over 4.2 billion.
Lunar Farming
Farms on moons and other harsh environments can only run some processes for making silage.
Fixed an error when listing processes that depend on environmental factors. Processes that get water from the environment were incorrectly omitted when the world had no natural water, overlooking that water in the city inventory can be used as a substitute.
Crew Channel Status
Requesting status on the crew channel no longer works.
Fixed error in chain-of-command test. I don't see how this one ever worked.
New Ship Empire 0 Bug
A spacecraft factory was spawning spacecraft with empire 0. They were then locked and inaccessible to the owner of the city.
Fixed error setting the empire of new spacecraft.
Health % Rollover
Health percentage incorrect on ships with lots of hit points.
Fixed integer overflow in percentage calculations.
Right to Found Cities
The right to found cities policy does not seem to apply to new style cities.
Applied right to found cities policy to the construction of capitol and hq buildings.
City Founder Rights/Domain
The founder of new style cities does not get assigned any city founder rights or the city founder domain.
Fixed a bug in the creation of the rights record when a new capitol or hq was built.
What is the difference between manufacturing, professional and service jobs?
The distinction between the job types now appears on a tool tip, the one that pops up when you hover over the homes/jobs text on the construction window. The text of that tip is...
Quote:Homes and jobs are determined by the building blueprint.
Many industries can incorporate homes in their design. Each home houses one citizen. Large homes are more favorable than small homes.
Manufacturing jobs are created by industries that make things. These employ the workers at the production lines that manufacture commodities.
Professional jobs are created by industries that do not make things. These employ the essential workers that do the business of the industry, the ones who count for the industry.
Service jobs are non-essential jobs created by the industry, such as the office required at a factory. Service jobs are also created by optional facilities in the building blueprint, such as arenas, auditoriums, lounges, stores, transporters and vehicle launch|recovery systems.
Building Codes
The building codes are not clear what causes a building to create its manufacturing and professional jobs: auditoriums, lounges, offices, shops, etc.
All buildings now report what creates their manufacturing and professional jobs.
Morale buildings now report the number of citizens each level can service.
Town Square Nerf
The next step toward phasing out the old cities is to prevent the creation of any new town squares.
The Town Square button on the obsolete city construction window is now disabled. The other buttons are still usable, so players can continue to work on existing cities.
Designer Gravity Bug
Gravity in the designer does not work unless the design has a hull.
Gravity in the designer now affects you whenever you are within the overall extents of the model.
Order Amount Rollover
Mission orders to buy|sell|transfer commodities have a quantity value that rolls over at 64K.
Mission order buy|sell|transfer quantities upgraded from 16 bit integers to 32 bit integers, unsigned. Those quantities will now roll over at just over 4.2 billion.
Lunar Farming
Farms on moons and other harsh environments can only run some processes for making silage.
Fixed an error when listing processes that depend on environmental factors. Processes that get water from the environment were incorrectly omitted when the world had no natural water, overlooking that water in the city inventory can be used as a substitute.
Crew Channel Status
Requesting status on the crew channel no longer works.
Fixed error in chain-of-command test. I don't see how this one ever worked.
New Ship Empire 0 Bug
A spacecraft factory was spawning spacecraft with empire 0. They were then locked and inaccessible to the owner of the city.
Fixed error setting the empire of new spacecraft.
Health % Rollover
Health percentage incorrect on ships with lots of hit points.
Fixed integer overflow in percentage calculations.
Right to Found Cities
The right to found cities policy does not seem to apply to new style cities.
Applied right to found cities policy to the construction of capitol and hq buildings.
City Founder Rights/Domain
The founder of new style cities does not get assigned any city founder rights or the city founder domain.
Fixed a bug in the creation of the rights record when a new capitol or hq was built.