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kelari
06-20-2008, 10:10 PM
Does anyone know if counterculture is a permanent hit (reduction) on employment?

My workplaces don't seem to recover full capacity at anytime after this event occurs - usually stays about 50% (a few workplace may be at around 70%) for a few weeks, then I get hit with another counterculture event. And then pretty much no one shows up for work. :eek:

It's hard for me to tell what's happening as employment numbers on the city management screen stay constant. It doesn't show that sims are quitting their jobs to do the artsy thing.

Any insight on this event?

thanks,
kel

Sorina
10-28-2008, 07:43 AM
I was also stunned, when the warning about counterculture popped up. I was like: "Okay, now what? Nothing seems to happen." - and then I noticed that on some sims' card there was a text saying he/she wasn't happy with the citylife and it is time to do something new and artsy, etc. etc... But those sims seem to do nothing at all! I have an art school in my city and I thought that there would be a massive flock of sims running there, but all they do is walk on the streets all day long. They're not quitting their jobs or anything.

Let's see how long this lasts, but this is very odd indeed.

Azeem
10-28-2008, 02:18 PM
If I recall correctly, "Counterculture" event basically makes your Sims like the SCS hippies - they don't work or really do anything. This event is random so if you get it multiple times, it's more or less a bad luck of the draw. :o I don't think its effects are permanent; most random events have no real permanent affect.

Sorina
10-28-2008, 03:12 PM
Well, I guess I can handle the situation for now. :) It would be dumb if the effects were permanent, because your city's workplaces would always produce less money than meant to be.

Akodis
10-28-2008, 08:48 PM
Well, I guess I can handle the situation for now. :) It would be dumb if the effects were permanent, because your city's workplaces would always produce less money than meant to be.

Once your city hits a certain size, a lot of workplaces will regularly produce less income than listed, because workers get intercepted on the way to their jobs by special sims (preachers, mimes, artists, performers, zealots, secret police, etc.) and cannot get to work. Sims get fired for not showing up and seek new employment opportunities across town, increasing travel time and risk of getting stopped by more special sims. Sick sims spend even more time traveling, pausing to vomit while walking, and they seem to get sick more often as the population increases (slum lords are part of the problem).

It becomes even more costly in strategic mode. Count on workplaces always producing less money than advertised. Don't believe the hype!

On the other hand, happier sims are more productive, so in a city with lots of happy sims, some workplaces may be producing more income than listed.

Sorina
10-29-2008, 07:24 AM
Interesting point of view, haven't really thought about it like that. Thanks for sharing! :)

At this moment, I have a population of 5000+ in my city and and out of 242 workers 202 were all ecstatic last night. And the treasury shows 132 000+ simoleans. So no worries about the counterculture.