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5strong
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« on: 05/16/01 at 07:31 PM »

Everyone always talks about pay, peolpe being on the same level as their education, and even environment around building.  But now think about this, if an immigrant comes and is a diehard environmelatist and is forced to work a logging camp, even if you pay them alot, they wont be really happy.  Like if a person is a diehard intelluctal and now works at a college, he'll probalby love their job (as long as all the other conditions are met).  Wink
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« Reply #1 on: 05/16/01 at 09:12 PM »

Yes, but do you have a suggestion on how to get them to move up? I have more than once had the "leader" of the intellectual faction be an uneducated logger or farm worker - even though there were plenty of openings in the school/college and in higher level jobs. It seems to me that if he's such an intellectual, he would have taken the opportunity for free education....
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« Reply #2 on: 05/16/01 at 11:15 PM »

Quite true! Grin
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« Reply #3 on: 05/17/01 at 08:45 AM »

well, then you just have to do some propagranda for another faction that likes you, such as militarist or patriarchial(or something like that, church, you know).

but, anyway, when your city is up and running, you should have some control over how many educated citizen you have and stuff like that..
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« Reply #4 on: 05/17/01 at 10:10 AM »

i dont think Tropicans' political alignments effects what job they take - even though it may on a subtle level, but it hasnt been specifically mentioned that i am aware of.  sometimes the leader of my militarists faction is a soldier, sometimes not.  maybe it also depends on if they are diehard, but i suspect this wasnt a huge consideration (if at all) when programming the little Tropicans methods of choosing jobs - they just want more money and easy living - quite human if you think about it ....

-skot
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« Reply #5 on: 05/17/01 at 12:47 PM »

Yeah but when a militarist becomes a soldier, if you read his thoughts it will say "my new job fits my social views better".  This is different then the "my new job fits my social class better" which has to do with education.
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« Reply #6 on: 05/17/01 at 12:48 PM »

About Bradkay's question if you want them to move up, try firing them from their present job.  Hope that helps.
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« Reply #7 on: 05/17/01 at 01:24 PM »

I think there's definitely some sort of relationship between job and political views, but I'm not sure which way cause and effect go.  I.e., is a pro-Militarist man more likely to become a General, or is a man working as a General more likely to develop pro-Militarist views?

But one way or another, there seems to be a relationship.  If you're fairly deep into a game, check out the faction lists.  In my games, my Generals are almost always in the "Die-Hard Supporters" group for Militarists, and the Bishops in the same group for the Religious faction.
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« Reply #8 on: 05/17/01 at 01:51 PM »

wow, that's pretty cool, 5strong.  i have never seen that comment, but then, perhaps i take my Tropicans for granted.  it would seem, then, that people would also pursue jobs that fit their social views, but i wonder if it is more of a coincidence thing.  this does open up a hole new element, though.  also, what job(s) would communists want?


-skot
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« Reply #9 on: 05/18/01 at 05:17 AM »

I think communists would want the jobs that didn't offer 'status' or a rise in 'class'. Like farmers, miners, loggers and fishermen. Maybe even factory-workers, but that would put them slightly above the income of the uneducated working class.
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« Reply #10 on: 05/18/01 at 11:34 AM »

Yep, the commies are your worker class; loggers, miners, farmers, cinstruction workers, teamsters, etc...

About beloinging to political factions and the jobs people take:  It does effect what job they will take, but isn't the only factor. It does come in handy though is certian situations.  Say you just build a new hospital and need a docter in it fast and all you have are 5 bankers at the off-shore bank.  Go through the Bankers and fire the ones that belong to the intellecial faction, they are MUCH more likely to go to the hospitial then the ones that don't belong to that faction.  Need to get a priest for your church? look in your factory for a member of the religious faction, fire them, they are MUCH more likely to that the priest job.  The more '+'s they have toward that faction the more likely they are to take that kind of job.  Just remember it's not the only factor.
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« Reply #11 on: 05/18/01 at 08:54 PM »

I have to back up 5strong's observations. When I start a new island and build my first marketplace and clinic, I immediately go and fire my educated Tropicans who hold low-class jobs like farmer or teamster, so they'll take the new job. Sometimes, though, I get one who, despite having an education, absolutely refuses to take a higher job. No matter how many times I fire him, instead of becoming a doctor he'll bounce from farm to construction office to teamster office and back to farm. When I check this stubborn Tropican's politics, sure enough, it's always a commie. Now I check for communist leanings before going through the firing routine.
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« Reply #12 on: 05/25/01 at 07:44 PM »

I know what you mean about the communists!  In most of the random maps I've played, one of the high school educated starting population is a communist female farmer.  She's the leader of the communist faction in most cases.  You just can't get her to move off the farm!  I usually try to get one of the two female high school educated natives to teach when I build the high school, but if there both communists, it's easier to just hire in a foreign teacher.

The other thing to consider when firing someone to "force" them into a particular job is their skill level.  If a worker has developed considerable skill in one area, it may take more prompting to keep them in their new position.  Maybe closer housing to their new job, or maybe more money, or maybe better work environment/conditions like skylights or "easy does it" work load.
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« Reply #13 on: 10/18/11 at 01:11 PM »

I'm Happy!
Here is an early post about Job Happiness.
It is not about pay levels !!

I think there's definitely some sort of relationship between job and political views, but I'm not sure which way cause and effect go.  I.e., is a pro-Militarist man more likely to become a General, or is a man working as a General more likely to develop pro-Militarist views?

But one way or another, there seems to be a relationship.  If you're fairly deep into a game, check out the faction lists.  In my games, my Generals are almost always in the "Die-Hard Supporters" group for Militarists, and the Bishops in the same group for the Religious faction.

I think the answer to the question posed is that the faction support level(s) of the individual has a far heavier impact on the individual's job selection than has been recognzed by players.

The importance of faction support has been demonistrated by recent reseach by Rebel_Yell (lost in the hack) about the effect of the options of the schools. The Parochial and Military options increase the respective faction support and subsequent job selection of graduates. What is more startling is that the "General Education" option seems to be a designer "trick" because it actually increases the faction support for the Intellectual (and secondly Environmental) faction. So if the player is too cheap to use all the options, he will have a problem with filling and retaining religious, military and police positions.

The real gap in knowledge of the game is an inventory of the faction association with the various jobs. One can suspect that for the Communist and Capitalist factions that the associated education\class level is uneducated and college respectively. A full inventory is a lot more difficult.
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« Reply #14 on: 01/07/12 at 01:12 PM »

A cross reference to a discussion of how the weights of the ten happiness factors change for individuals:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8583.0
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