Thanks for the "allow partial" function, you might want to make it check if there's enough to buy all units when bought, maybe even break it down to 10 buys of the previous scale, they take way too long now.
Also, the reason people dislike the dependency system is that their footprint greatly outmatches the available land at any given time.
Now, having had the chance to experiment a bit, I think adding workers in terms of population percentage is the way to go. This society is way too suicidal. As soon as there's not enough food the whole reserve runs out in about 10 seconds. There are no people left for car production, which means efficiency drops instantly by about 30%(or more, cars are basically more important than food in this world >_>) which means a LOT more farmers are needed, effectively ending all jobs besides farming. All of this results in a 50%+ population decrease, with no extra actions by the player. One would think that without a great catastrophe humans wouldn't be this stupid. If nothing else, since there's a food surplus anyway, make the mood dependent on it even before it hits 0, in real life it works just fine when people notice that they only have some dry bread for breakfast instead of eggs, fruit or cereal.
Please let us manage workers 1% at a time. Given how around the start of the game(first few hours, possibly a lot longer) about 70% of the workers are needed just for food, at any time when farming is not capped(there would be not enough workers for tools and medicine, which would give a way faster population increase), adding another 10% to farmers can take away whole other sectors, and honestly, other than when huge amounts of food is needed, most of it just goes to waste.
Maybe let us directly place workers, or place them in terms of population %.
It would be great if we could see the percentage of total DPS even without the weapon stat window. It gets really bad when every 20 seconds I have to look up 10-20 values to see what's worth upgrading next.
Great game BTW 5/5