Workforce & Strikes

Your buildings don’t run themselves. Owners and Staff are real NPCs with morale, fear, and grudges. Push them too hard and they walk out — your shop’s daily income drops to zero for up to two weeks. Treat them well and the workforce rewards you with sustained productivity bonuses.

This is the labor system — an opt-in deep mechanic introduced in #227 Phase 6. Every owned building participates; how it plays out depends on your management style.


How a strike fires

Once you’ve unionized a building (via UNIONIZE action) and the avg Staff Loyalty drops below 30, the workforce walks out:

Non-unionized buildings can’t strike. Unionizing is the trade-off: you gain access to powerful negotiation actions (PAY_OFF_WORKERS / BREAK_STRIKE) but lose the workforce-stability of a non-unionized shop.


Four ways out

A strike ends through one of four resolution paths. Each carries distinct consequences:

Path Trigger Reward / Penalty
resolved avg Staff Loyalty rebounds to ≥50 organically +5 Loyalty bonus to remaining Staff, +10% income for 5 days (post-strike recovery)
timeout 14 days elapse without intervention No bonus, no penalty — workforce comes back tired
broken BREAK_STRIKE action (violent dispersal) +5 Fear, −10 Loyalty to Staff, federal heat spike
paid_off PAY_OFF_WORKERS action (cash settlement) +15 Loyalty boost, no heat — but expensive

Tactical breakdown:


Chronic patterns

When the same shop’s resolution history starts skewing toward one path, the system flags it. 3+ lifetime fires at one shop with ≥60% via one path triggers a chronic pattern:

Pattern Signal Consequence
chronic-broken Owner keeps crushing same workforce +0.5 FederalHeat/day per shop (capped 2.0/day per player)
chronic-resolved Workforce keeps rebounding organically +5% income permanent (the “trusted workforce” bonus)
chronic-paid-off Owner keeps buying off the same shop UI cash-bleed warning (no penalty, but expensive playstyle)
chronic-timeout Owner keeps ignoring the same shop UI neglected-shop warning (consider divesting)

Same detection runs at the sector level — when 3+ sector-wide fires hit ≥60% one path, the SECTOR flips chronic too. Chronic-broken sectors take +0.5/day SectorHeat; “trusted neighborhood” zones surface in scouted-sector intel.

Federal labor board notices historical broken-bias. Players whose lifetime resolutions are 70%+ broken (with ≥5 sample) take an additional +1.0/day FederalHeat — even between concurrent-strike events.


Workforce crisis tiers

Your portfolio’s overall workforce-pressure level is summarized into 4 tiers:

Tier Trigger UI signal
Normal 0 signals firing (no badge)
Pressure 1 signal firing (e.g. 1 active strike OR contagion exposure OR low Loyalty) “Pressure” badge
Crisis 2-3 signals firing simultaneously “Crisis” warning
Catastrophe Federal pattern active OR 4+ signals OR sustained spiral “Catastrophe” alert

Signals counted: active strikes, federal pattern, sector contagion, understaffed buildings, low Loyalty, broken bias.

Sustained Catastrophe (5+ consecutive days) is a system-wide red flag — the labor board treats it as systemic abuse. Bots in this state suppress all aggressive workforce actions.


Sector strike contagion

When one building in a sector strikes, the non-striking unionized buildings in the same sector see Staff Loyalty drop by 1/day. Strike fear spreads through the labor solidarity network.

Bounded scope:

Specialist counter: Sectors with an alive Teacher (Schul/Bildung specialist) get a +1/day Loyalty bonus on the same buildings — exact counter to contagion. Teachers hold the line until the original strike resolves.


Wage-Market actions

Three player actions interact with the strike system:

Plus four Spieler-als-Boss actions for non-strike workforce management:

All have per-building cooldowns to prevent spam.


Reading your portfolio

The dashboard’s Workforce Summary card surfaces:

When the trend turns “rising”, preempt with PAY_OFF_WORKERS or RAISE_WAGE before crisis hits Catastrophe — heading off the climb is cheaper than scrambling reactively.


Specialist effects

Specific specialist NPCs in a sector mutate strike-related mechanics:

Specialist Effect
Teacher Counters contagion 1:1 (+1/day Staff Loyalty in unionized buildings)
Lawyer Evidence accrual ×0.75 in sector — slows witness-driven heat
Journalist Evidence accrual ×1.25 — amplifies witness signal
Guard Evidence accrual ×1.15 — patrol coverage tightens reporting
Doctor Heat-mortality ×0.5 in sector — lowers death rate
Judge Audit countdown −1 extra day (faster federal investigation)

Specialists spawn from landmark buildings (Gesundheit → Doctor, Behörden → Judge, Sicherheit → Guard) — building these landmarks shapes long-term strike outcomes city-wide.


Bot opponent behavior

Bot players adapt to their own strike history:

The bot adjusts mid-game based on its own history — so beating a bot once doesn’t lock in the same vulnerability twice.


Quick reference

Action Triggers Cost Side effects
UNIONIZE Avg Loyalty 30+ $5,000 Building joins strike-eligible pool
PAY_OFF_WORKERS Active strike OR Loyalty 30-50 $80 × Staff +15 Loyalty, no heat
BREAK_STRIKE Active strike $0 +5 Fear, −10 Loyalty, +heat spike
RAISE_WAGE Loyalty < 30 $30 × Staff +5 Loyalty, 7-day cooldown
BONUS_PAYOUT Loyalty < 50 $200 × Staff +10 Loyalty, 30-day cooldown
PERFORMANCE_REVIEW Productivity < 50 $100 × Staff +5 Productivity, 30-day cooldown
INTIMIDATE_STAFF Always $0 +5 Fear, cuts quit rate, 7-day cooldown