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There is this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=506982407&searchtext=education
I don't know if it's still working; it's 3 years old and hasn't been updated. Some commenters, however, say it is.
Others would also suggest just increasing your unemployment intentionally as a matter of exploiting the game mechanics.
- Don't build schools
- Lower school funding
- Use policies like 'schools out'
The answer to your problem is as you stated: "with my low unemployment rate, I just don't get enough workers"
Make unemployment high! Just build more residential to build more workers and it will raise unemployment.
You can't have too high of an unemployment rate in this game. Cims will happily stay home unemployed and still collect a full paycheck!
They may to refuse to take lowly jobs at first and wait a very little while waiting for a better job to open up. But they'll go to work in no time.
You want full education in this game. It more than pays for itself, and I'm sure it makes a profit. high education has less crime, fires, water usage, power usage, solar power, etc. Education also controls how far your buildings level up. levl 1 education means level 1 building. level 3 education means level 5 buildings.
Educating cims has no downside. They'll work any available job; they use less city services. Education increases happiness and the leveling-up of residences.
His problem, IMO, is that he has a low unemployment rate. While this is mostly good IRL, it's not good in the game. Cims seem not to mind being unemployed although I think that a too high unemployment lessens the number of new cims coming to your city. If you keep unemployment around 10% and don't let it fall below 5% you will not have a shortage of workers. It is far more difficult to deal with a lack of educated workers.
If he truly wants this behavior, then he can do as suggested by everyone above.
"for whatever reason" --> Well, this is a simulator and I'm not going to play that kind of mayor even if there are no penalties for the game. I am not going to force well educated cims into bad jobs by artificially increasing unemployment rate. I guess that's what you do when there are no elections for the job :P
I just don't like exploting game mechanics. Full stop.
I'm going to try that mod about dropouts, in any case... can be more close to reality than what we have now.
Without posting a wall of text , I will just leave you with this.
https://steamcommunity.com/sharedfiles/filedetails/?id=578759936
https://forum.paradoxplaza.com/forum/index.php?threads/the-short-life-and-random-death-of-cims.899207/
That's fine, it's the same as discussed before. It's just about exploiting game mechanics, which I don't see it pleasent for my game style in a simulator. Again, the main recommendation of that post is to "avoid full employment".
Just goes counter-sense to me -- also this sentence trying to justify why having an uneducated workforce is bad: "Highly educated cims are happy to take demeaning jobs". C'mon.
This is exactly how real life works. Unemployment is always around 4%. Educated people have to work menial jobs. It's the way of life. But you don't need 100% employment by any means. You can use the in-game abilities just fine and force uneducated cims. but you're still forcing the game to play the way you want, but you can at least get to where you want it.
It's a sandbox game with it's own rules and conditions, that attempts a superficial emulation of 'real life' but it really isn't a simulation by any means. Just look at the numbers ;)
Then of course you have the fact that there is hardly any social mechanic.
You are not a mayor.
You are not an even an elected official. The Cims don't even recognise you at all.
Cims do not own any property, they rent it from the city.
They don't earn any income either and yet have inexhaustible wealth from their magic pockets. Therefore, there is no economic nor social justification for keeping unemployment low.
There is no social welfare and so unemployment isn't a financial burden on the city revenue.
So, there is no need for concern about the social accuracy of dealing with unemployment as it is in the real world. In the game it is simply an indicator of job vacancies versus available workforce and nothing else.
In fact, if you see that unemployment is low (4% or less) then that will be a clear indication that there is a worker shortage. Ideally, you will need to maintain unemployment at 10% to ensure that your vacancies are filled. That isn't exploiting the game mechanic, it's being aware of how the mechanic works and how to work optimally with it.
I think you need to lose the 'simcityesque' mentality and treat the game for what it is and not what you expect it to be. Of course, if you wish to impose your own sense of social morality or try to perceive the game as realistic model, then that's your prerogative.