1. If you click on the Population number when a zone is selected, you can see stats in the bottom left and one is the median salary in the private sector. This way you can assess how well your workers are paid in comparison.
2. Each round, the amount of credits you allocated this way is added to what the private sector put aside in order to finance new private assets (you can also see that when you click on the population number like I descirbed before by the way). Public budget investment adds up and you can see its total when you click on the item just right of the size of the city in the zone (in my current game it's « Regular Capital Zone », and the item is « Invest. Treasury » - full disclosure, it's 28 cr where I'm at).
3. No, it's what people are paid once to sign up as recruits. Think about it as an incentive to sign up. If you want to up the salary of your regular troops, which would increase their morale indeed, you'd have to call you secretary.
4. Same thing. The pool recruits and colonists come from are the general population. If they are perfectly happy, can find jobs in and are well paid by the private sector, people won't rush to become soldiers or settlers. One way you can encourage them to do so is to offer them a substantial bonus. Which amount it should be can only be known for sure by trial and error and depends on the zone's circumstances I guess.
Or say you're flush with cash and planning to expand the public sector in the future, you could use this slider to tell the governor to hire more workers, and then as soon as your public assets are built, you'd have workers ready to man them. Sometimes the governor can have trouble hiring enough workers because they're happy in the private sector, this way you can ensure to have some handy beforehand.
5. Limit the amount of workers your regime pays for. Imagine you're strapped for cash and can't afford to employ a huge amount of workers. Divide the amount of cash you can spare by the worker's salary and you know how many you can hire without your budget running deep red. Of course this means if you have too many public assets, you might not have enough workers to run them all at top efficiency. But it's one tool to prevent you from running your economy in the ground in my opinion. (One other being limiting assets of your choice to produce either 25, 50 or 75 % of what they could.) It works in parallel with the hiring policy : hire when needed, fire when needed?
6. You can pretty much allowing it by default. If the population (again, think of it as everyone who is not a public worker) has nothing to eat, you give them food from the regime's stockpile to prevent them from dying en masse. If they have enough, you give them nothing. If emergency food is disallowed, you run the risk of having your general population running hungry if for some reason the private assets producing food stop doing so (say, if you nationalize them, or you just conquered a raider city that has no food producing asset, or private food comes from an agricultural dome outside of the city that has just been conquered by an enemy.)
< Message edited by Jdane -- 6/7/2020 11:03:06 PM >