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Game Systems/The economy

Regions and labour

Last updated 2026-10-29

The map is divided into economic regions, and each region has its own pools of workers and its own wages. A plant is only as productive as its crew, and the crew you can hire depends on the wage you offer against the local going rate. Where you build also sets what your inputs cost, so choosing a region and a wage are two of the biggest decisions you make.

How it works#

Regions#

A region is built from whole counties or districts around an anchor city. It is the economic unit, with its own labour pool and wages, household demand, land cost, goods markets and freight connections. The state or country above it is the political layer: the power grid, roads, workforce skill and crime, union law and taxes.

Some states specialise in two sector types. A plant of a state's primary specialised type uses 3 percent fewer inputs there, and one of its secondary type 1.5 percent fewer.

Plants managed from outside their company's home region pay more for inputs: 2.5 percent more in another region of the home state, and 5 percent more in another state. This is why a cluster of plants near home is cheaper to run than a thin spread.

Goods, retail, leases and electricity clear in their own region (goods move between regions by freight). Services that reach customers across a state, such as software, telecoms, advertising and construction, clear statewide, so a plant anywhere in the state can serve any of its regions.

Diagram: goods, retail, leases and electricity clear inside a region, services clear across the state, and input premiums are 100, 102.5 and 105 percent by origin.

Labour#

Every region has three worker pools by skill tier (low, medium and high). Firms, rivals and background employers hire from the same pools by offering wages.

Line chart of applicant pull against wage offered as a share of the going wage; nobody applies below 80 percent.

  1. Each week, 2 percent of staffed workers look for a new job, along with everyone unemployed.
  2. They go to the offers that pay most above the reservation wage, the least they will accept, which is 70 percent of the going wage. An offer below 80 percent of the going wage draws no applicants at all.
  3. The going wage drifts one sixteenth of the way toward the average wage employers offer each week, and never moves more than 2 percent in a week.
  4. A plant runs at the strength of its least-staffed skill tier. Staff you are not using still draw wages.
  5. A plant under construction starts hiring 4 weeks before it opens.

Mothballing a plant releases its whole workforce back to the pool. Reopening costs 5 percent of the plant's capital cost (at least $1,000) and rehires through the labour market.

Farms run seasonal crews: output is 80 percent in the first quarter, 110 in the second, 130 in the third and 80 in the fourth, and crews follow it. A government can set a low-skill wage floor and union law, and wages and demand follow the business cycle.

Bar chart of farm output by quarter: 80, 110, 130 and 80 percent of normal.

Key numbers#

Item Value
Skill tiers 3
Workers searching each week 2 percent of staffed workers, plus the unemployed
No applicants below 80 percent of the going wage
Reservation wage 70 percent of the going wage
Going wage drift 1/16 of the gap a week, at most 2 percent a week
Plant hiring starts 4 weeks before opening
Employable share of a pool 95 percent of its population
Input premium, another region in the home state 2.5 percent
Input premium, another state 5 percent
Input saving, state's primary and secondary sector 3 percent and 1.5 percent
Reopening a mothballed plant 5 percent of capital cost, at least $1,000
Farm output by quarter 80, 110, 130, 80 percent
Base weekly wage by tier (opening index) $400, $800, $1,400

Worked example. In a region the going wage for mid-skill workers is $800 a week, so the reservation wage is $560. You offer $880 and a rival offers $800. Your pull on job seekers is 880 - 560 + 56 = $376 per open position, the rival's is 800 - 560 + 56 = $296. With equal openings you attract about 56 percent of the searchers. Had you offered $600 (75 percent of $800), you would draw no one.

Staffing example. A plant that needs 100 low, 60 medium and 20 high workers is staffed with 100, 30 and 20. The medium tier is 50 percent staffed, so the plant runs at 50 percent, and you still pay all 150 wages. Raise the medium offer, or build where mid-skill workers are plentiful.

What you can do#

Tips: hire early for a new plant, because the crew only starts 4 weeks before it opens; do not offer under 80 percent of the going wage, because no one applies; and a state with a specialisation in your sector is cheaper to operate in.

Connections#

Driven by

Affects

Status#

Live in every scenario and difficulty. The number of regions and their wages, population and specialisation depend on the scenario (see Scenarios). Wage floor and union strength depend on which party is in government.

Last checked: 2026-10-29, version 1.8.0

Technical detail: every constant, formula and source file is in Exact rules at the end of this page.

Exact rules#

Labour clearing#

Source: crates/cw-sim/src/economy/labour.rs.

Regions and state conditions#

Source: crates/cw-sim/src/economy/sectors.rs, crates/cw-sim/src/economy/operations.rs, crates/cw-sim/src/economy/markets.rs.

Timing and edge cases#

Labour clears every week, then payroll is paid, then training. Unused staff still earns wages. Unplaced searchers keep their old job. A background employer takes the residual of each pool.

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