Suggestion: Balancing the 24-Hour Hiring Protection System

HellPaulJune 15, 2026economy

Most players know that when posting a job offer, employers can set requirements such as minimum production level, minimum energy, and minimum player level.

However, there is a loophole in the current system.

The issue:

A player can accept a job because it is the highest-paying offer available and meets the requirements, but then immediately switch to a war build, drastically reducing their production level. The employer has no way of knowing this in advance if not communicated beforehand and, due to the 24-hour protection period, cannot reduce the salary or dismiss the employee even if the worker no longer meets the production standards that justified the hiring process.

I understand that the purpose of the 24-hour protection is to support players who switch to a war build and to encourage participation in warfare. I am not proposing to remove that protection, but only to find a viable solution to this matter, as this current system creates an imbalance: employers are expected to honor the agreed salary for 24 hours, but employees are free to substantially change the conditions under which they were hired without any consequence.

My suggestion is simple:

If an employee lowers their production level by 35%¹ or more since they were hired, still within the first 24 hours after being hired, the employer should be allowed to bypass the 24-hour restriction and be able to dismiss that employee immediately.

This system would safeguard both the employer and the employee who doesn't exploit the protection set by the game.

This would also not affect workers who temporarily lose production but communicate their plans in advance, if they plan to get back to be productive and thus deserve the wage they were hired with. This mechanism would simply protect employers from situations where a worker accepts a position based on one set of qualifications and then immediately changes to a completely different build, thus penalizing the employer for 24 hours, and would also encourage communication between employees and employers.

Virtuous examples:

On a personal note, during the three months I've been playing, only two employees have informed me beforehand that they planned to switch to a war build. In both cases, I appreciated their transparency and never penalized them despite the impact on my company's income. In fact, when they switched back to be productive again, I increased their salaries to 1.4 as a reward for their reliability for as long as they remained in my companies, and that 1.4 raise I normally provide to loyal (+10%) workers will become 1.59 soon.

To sum up:

The issue is not players choosing to fight wars. War is an important part of the game.

The issue is accepting a job based on production qualifications and then immediately removing those qualifications while remaining protected by the 24-hour hiring restriction.

Thank you for reading, and I look forward to hearing everyone's thoughts — especially from those who may disagree.

¹Some calculations to save you time and be even clearer about my suggestion: if for the sake of simplicity we take 40 as production level, these are the % of reduction set to trigger the bypass:

40 → 32 = −20% → safe

40 → 28 = −30% → safe

40 → 26 = –35% → that's the limit I proposed.

40 → 24 = −40% → not safe

40 → 20 = −50% → not safe

40 → 16 = −60% → not safe

40 → 10 = −75% → not safe

Suggestion: Balancing the 24-Hour Hiring Protection System | War Era