Cities: Skylines

Cities: Skylines

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krutik Jun 21, 2018 @ 10:19am
farming industrial area low on workers
So I created a farming industry in an area where there is a lot of fertile land and I've also created a large residential area near it but the industry is always out of workers no matter how many residential areas I create around it. also important to note that there are no schools in this area yet residential has elementary and high school educated people for some reason... the only places where there are educated people is the highrise and suburb areas with no industrial nearby
Last edited by krutik; Jun 21, 2018 @ 10:25am
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Showing 1-15 of 31 comments
MainMan02 Jun 21, 2018 @ 11:00am 
Look at the educational for all your sims to determine the education levels. If you have a high education level no mattter where they are located, they will tend not to work for farming industries. To correct this problem I stopped building schools to increase the number of uneducated sims.
OneJasonBradly Jun 21, 2018 @ 12:51pm 
Originally posted by MainMan02:
Look at the educational for all your sims to determine the education levels. If you have a high education level no mattter where they are located, they will tend not to work for farming industries. To correct this problem I stopped building schools to increase the number of uneducated sims.
That is not true. Two screenshots; but all industrial districts of mine will show the same result as these two assets, screenshots!
https://steamcommunity.com/sharedfiles/filedetails/?id=1418180756
https://steamcommunity.com/sharedfiles/filedetails/?id=1418180503
The issue you may be facing is one of traffic or more to the fact they (workers) do not agree with you on how to get to work. Industry has a lot of traffic to begin with, so adding private vehicles to that mix will slow the effeciency of the industry. A bus route in that farming area could greatly help with getting them to work. In fact if you watch this clip I created a large farming district(s) that no workers drive to work. All my industrial districts work this was throughout my city!
https://steamcommunity.com/sharedfiles/filedetails/?id=1276346177
heres the YouTube link in case it won't play here
https://www.youtube.com/watch?v=zPnsdbfp5O8
Last edited by OneJasonBradly; Jun 21, 2018 @ 1:02pm
OneJasonBradly Jun 21, 2018 @ 12:55pm 
Highly educated workers have no bearing on job placement other than it might be slower to fill the jobs. I have never noticed that it takes longer to fill job placements but then again I slowplay so might not have noticed.
BucketBrain Jun 21, 2018 @ 2:12pm 
Look at your unemployment rate . 10% are perfect ,less than 5% bad
Btw : all services ( fire , police , education ... ) are serving the hole city independent where you build it
OneJasonBradly Jun 21, 2018 @ 2:43pm 
Originally posted by BucketBrain:
Look at your unemployment rate . 10% are perfect ,less than 5% bad
Btw : all services ( fire , police , education ... ) are serving the hole city independent where you build it

Oh? is that what the green means in their respective overlays? That you can put it anywhere and it will function as if you put some thought into it placement? So this means that I can place all those annoying, polluting services like schools fire and police on the edge of the city and they will be useful for the whole of the city. What is it you are trying to say here, Btw?
Last edited by OneJasonBradly; Jun 21, 2018 @ 2:52pm
krutik Jun 21, 2018 @ 5:12pm 
Originally posted by OneJasonBradly:
Originally posted by MainMan02:
Look at the educational for all your sims to determine the education levels. If you have a high education level no mattter where they are located, they will tend not to work for farming industries. To correct this problem I stopped building schools to increase the number of uneducated sims.
That is not true. Two screenshots; but all industrial districts of mine will show the same result as these two assets, screenshots!
https://steamcommunity.com/sharedfiles/filedetails/?id=1418180756
https://steamcommunity.com/sharedfiles/filedetails/?id=1418180503
The issue you may be facing is one of traffic or more to the fact they (workers) do not agree with you on how to get to work. Industry has a lot of traffic to begin with, so adding private vehicles to that mix will slow the effeciency of the industry. A bus route in that farming area could greatly help with getting them to work. In fact if you watch this clip I created a large farming district(s) that no workers drive to work. All my industrial districts work this was throughout my city!
https://steamcommunity.com/sharedfiles/filedetails/?id=1276346177
heres the YouTube link in case it won't play here
https://www.youtube.com/watch?v=zPnsdbfp5O8
I don't think traffic is a problem. the farming area is isolated from the rest of the city. the only connection is to the main highway that is prebuilt with the world save. I made this into one big district, with the farming industry and the residential area, and all of it is only connected by the highway. I even have the "school's out" policy specifically for this district. I'll try to implement the bus transportation but I doubt it will make a difference.
BucketBrain Jun 21, 2018 @ 5:21pm 
@Jason
OK Let`s try it
I think , if you place a service building of any kind , the green colour gives only an information to the radius land and levelup value is affected . The order to send out a vehicel is given randomly to all buildings of that kind.
Education is the other way around the tree ; it`s more like jobs . Students will cross the hole city to reach an education building
As you know , everything is depending on traffic and time
So I would say
to
`` place all those annoying, polluting services like schools fire and police on the edge of the city ``
and
if everyone ( hearses,ambulance ,fire , teacher , students ) can reach his destination in time it may work
I didn`t try , I spread my services ( 25 tile ) and build the Hadron Collider
I followed and observed all kinds of my service and that is what I saw
But it is my town without traffic mods and about 58000 citizen agents in use + 9000 cars at 125000 pop
Last edited by BucketBrain; Jun 21, 2018 @ 5:24pm
BucketBrain Jun 21, 2018 @ 5:42pm 
You will loose a lot of benefits if you use that policy ( building level , land value , crime rate )
Maybe this one can help
https://steamcommunity.com/sharedfiles/filedetails/?id=1114249433
krutik Jun 21, 2018 @ 5:55pm 
Originally posted by BucketBrain:
You will loose a lot of benefits if you use that policy ( building level , land value , crime rate )
Maybe this one can help
https://steamcommunity.com/sharedfiles/filedetails/?id=1114249433
I am trying to keep all of that low for the purpose of trying to get those people to do industrial work. there's low crime rate here anyway
OneJasonBradly Jun 21, 2018 @ 6:40pm 
Originally posted by BucketBrain:
@Jason
OK Let`s try it
I think , if you place a service building of any kind , the green colour gives only an information to the radius land and levelup value is affected . The order to send out a vehicel is given randomly to all buildings of that kind.
Education is the other way around the tree ; it`s more like jobs . Students will cross the hole city to reach an education building
As you know , everything is depending on traffic and time
So I would say
to
`` place all those annoying, polluting services like schools fire and police on the edge of the city ``
and
if everyone ( hearses,ambulance ,fire , teacher , students ) can reach his destination in time it may work
I didn`t try , I spread my services ( 25 tile ) and build the Hadron Collider
I followed and observed all kinds of my service and that is what I saw
But it is my town without traffic mods and about 58000 citizen agents in use + 9000 cars at 125000 pop

I guess it’s because I have spent so much time on one city that I have a different view and opinion of the mechanics of the game. I have named all Cargo Terminals and trash collection assets in my city of 90k population. I have 16 assets to collect trash in the city recycle centers and incinerators. I have a place\ facility in my city where the garbage trucks show up in a convoy or something like that. In fact I have recorded one of those moments and 35 trucks arrive in groups at one time or incredibly short duration from group to group to collect the garbage. The 35 trucks are from the 10 closest trash assets around “its” radius and I refer to the facility. 99.9% of any convoy “Garbage Day” event only those trucks from those 10 trash assets arrive. The od time a ( one) truck from a faraway trash asset will arrive to join in, but extremely rare. The only time a garbage truck will exit it’s radius is if it has picked the trash from the asset that called it and has room before it is full. If this happens it can head out to a distant address to fill its truck before full. This action is still random to me. Though all in all I observe a radius action from services and can show this action.
BucketBrain Jun 22, 2018 @ 6:24am 
Yes , I`m with you , there is a sevice radius

Like you do , I´m still playing on my first map but after it was up to 220000 pop with a lot of industry I was near to hit some limits ( citzen agents + vehicels in use ) .So , 4 month ago I started to set up a new infrastructure (rebuilding instead of beginning new ) and step by step , I designed a new layout for most of my ditricts . That may distort my observations , I don`t know . I`m using all DLC`s , only recycling assets and a lot of low maintenance assets for fire , police , health care and nursing homes . I think there is at some points much more capacity than I need

A main difference may be what DLC`s and how many tiles are in use and what kind of city you want to build
For example
1. Vanilla Grid with clear seperated RCI districts and a very high population ( + 300000 ) ?
or
2. Walkfriendly and integrated mixed zones ( Green Cities + Park Life = HDR + LDR + Cluster + Bio ) side by side ( I don`t want to use a bus to get breakfast ) with a lot of people running around ( I love it )
3. ??? everyone can create his own personal style ( and that`s great )

In my opinion everything is depending on traffic management and only some basic rules are changed by using a DLC ( Bio = 50% traffic / Cluster = exporting goods + supporting industrie )
OneJasonBradly Jun 22, 2018 @ 6:40am 
Originally posted by KrutikFTW:
I don't think traffic is a problem. the farming area is isolated from the rest of the city. the only connection is to the main highway that is prebuilt with the world save. I made this into one big district, with the farming industry and the residential area, and all of it is only connected by the highway. I even have the "school's out" policy specifically for this district. I'll try to implement the bus transportation but I doubt it will make a difference.
If it turns out to be an issue still, would you mind taking a screenshot of the area? Perhaps we can get a better idea of what might happening.
krutik Jun 22, 2018 @ 7:04am 
I also made a ore industry where there is a lot of ore and the same thing happened. Here are screenshots after putting in the bus transportation.

Farming industry traffic with the residential area:
https://steamcommunity.com/sharedfiles/filedetails/?id=1418789260
(the residential area is on the left and farming is on the right)

Ore industry traffic:
https://steamcommunity.com/sharedfiles/filedetails/?id=1418789332
Industry is on the top section and the residential area is right below it.


I've also been losing a lot of money this past couple hours of playing, I used to be gaining like 20k. and demand has been low for zones other than residential.

If you'd like, i can also show a screenshot of the transportation in those areas. I've only added the bus transportation though.
Last edited by krutik; Jun 22, 2018 @ 7:08am
BucketBrain Jun 22, 2018 @ 7:10am 
Can u give us a bird view of all ? And a bird view of the highway connections and it`s clogging parts ?
Traffic flow at 60% ? ... that`s not good
BucketBrain Jun 22, 2018 @ 7:12am 
High residential demand ? Wach your population overlay , what is your unemployment rate , birth rate , death rate
Last edited by BucketBrain; Jun 22, 2018 @ 7:14am
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Date Posted: Jun 21, 2018 @ 10:19am
Posts: 31