TRM: Industry Workforce
Beschreibung
=== PART OF TRANSPORT REWORK MOD ===
Industries employ a workforce that fits them, and every commuter counts.
In the base game every industry has 20 jobs and gets its full worker bonus the moment 10 commuters have arrived by public transport, so 9 workers give nothing and 20 give no more than 10. With this mod a saw mill employs 24 and a steel mill 48, a mine grows its crew with every field up to 60, and the bonus rises with every worker you bring until half the jobs are filled.
=== FEATURES ===
- Proportional bonus. Production rises in a straight line with the share of jobs filled by commuters and reaches the full bonus when half the jobs are filled. A quarter-staffed industry runs at half the bonus.
- Workforce per industry type. Processing industries have a fixed workforce from 24 at a saw mill or brewery to 48 at a steel mill or vehicle factory.
- Fields grow the crew. Farms, forests, mines, quarries and oil fields start with a small base crew and add the same share for every field they build, so a Small industry employs fewer than a Large one and every field added later raises the number.
- Shown in the industry window. Commuters are shown against the jobs needed for the full bonus, and the list of workers shows each one's time left.
- Works on running games. Industries in an existing save are resized on load, and the proportional bonus applies at once.
=== SETTINGS ===
- Workforce ("Base Game", "Per Industry Type", default "Per Industry Type"). How many jobs an industry offers, that is how many residents can work there and count as commuters. "Base Game" gives every industry 20 jobs. "Per Industry Type" gives processing industries a fixed workforce: saw mill, brewery, brickworks, cement plant and printing press 24, oil refinery, paper mill, furniture factory, food factory, glass works, chemical plant and tire factory 28, tool factory 30, weaving mill and textile factory 32, machine factory 36, steel mill and vehicle factory 48. Field industries have a small base crew plus the same share for every built field, reaching the full value only when fully built out: oil well 4 to 18, sand excavator 6 to 27, forest and livestock farm 6 to 30, farm, cotton farm, rubber farm, fishing grounds, sand pit and clay pit 7 to 36, oil platform 9 to 36, quarry 10 to 48, coal mine and iron ore mine 12 to 60.
- Workforce Scale ("50%" to "200%", default "100%"). Multiplies the per-type workforce, base and full alike. At 200% a full forest offers 60 jobs and a full coal mine 120, at 50% they offer 15 and 30. No effect with the "Base Game" workforce.
- Maximum Worker Bonus ("Base Game", "+50%" to "+200%", default "Base Game"). The production bonus of an industry with at least half its jobs filled by commuters. Below that the bonus is proportional, so a quarter staffed gives half the bonus. "Base Game" keeps a random value between +50% and +150%, fixed per industry and shown in the industry window. The other choices apply the same bonus to every industry.
- Worker Retention ("100%", "75%", "50%", default "75%"). How long a commuter stays counted as a worker after their latest arrival: two years in the base game, one and a half at 75%, one at 50%. A commuter who keeps coming is refreshed on every visit, so a shorter time only matters when a line stops serving the industry. The Time Left column in the industry window follows this setting.
=== INGAME EXAMPLES ===
- Saw mill: 20 jobs in the base game, 24 with this mod. Steel mill: 20, now 48.
- Forest: 6 jobs with no field, 30 with all 20 fields. Coal mine: 12 to 60.
- A saw mill with 6 commuters: a quarter staffed, half the bonus. With 12: the full bonus.
=== COMPATIBILITY ===
Industries in an existing save are resized on load, so the mod can be added to a running game. Option changes take effect at the next load, the proportional bonus at once. Removing the mod is flagged by the game, since the workforce of every industry changes back.
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