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When you place a zone it places a temporary claim on some of the demand of its type. The demand will return when it fills in then adjust as cims move into or take jobs in the zone.
Commercial is weird. It definitely works a bit off the unemployment rule but it also has another rule. I cannot completely confirm it but based on my testing, I think the second commercial factor is based on employed cims compared to amount of shopping available.
Also jobs filled anywhere count against the demand bar. Cims working in your hospital reduce industry demand. Cims working in your commercial reduce industry demand.
Workers are all adults and a % of young adults. Wont go into explaining it, ive already done that.
EDIT: After waiting long enough, all zones eventually fills up and the demand goes back up again. I guess the demand bar is slow rising.
Also, having no low density is a mistake in CS.
Can somebody confirm that?
And in reverse this means that demand does not drop due to higher taxes (?)
Many thanks in advance! :)
Unemployment calls for industrial demand, if many jobs are available then demand be low. Residential needs\desire to buy goods calls for commercial demand.
Residential demand is based upon how many home units are available to move into and Jobs available. If the number of available (empty) homes is low this will this will add demand. If your unemployed find jobs this too will add to residential demand.
If you have a medium industrial demand and no residential demand then improving a residential neighbourhood so that the neighbourhood upgrades to the next level will cause more places to live which will further drop residential demand. The industrial demand will increase for the new homes will increase the need for more jobs as citizens move in. If you reduce the unemployment below a certain% it will reduce the industrial demand.
Worker shortages "Not enough workers" Should raise residential demand. If not then the shortage could be caused by them not being able to get to work.
Whenever I have had the chance to repair someone’s city I have always used the RCI to guide me to stability in the city. Holding a somewhat high demand in industry means all or almost all jobs are filled, which means you have unemployment above 10-20%.
Commercial I try to keep from going above 50%. I always want a commercial demand to distribute unemployment a bit and so you don't flood the city with commercial\shops driving the “Land Value” of commercial down. Residential demand I keep low. For one of the things this can tell me is that I still have homes citizens can move into.
The RCI tells you what will develop if zoned, It tells you your unemployment between industry and commercial. It tells me that many homes are not sold yet. It warns me if something is wrong with the city.
Also, what are "deathwaves?" If that just means a lot of dead person waiting for transport, can we solve it by more hearses or improving traffics?
High density and low density populate differently. I think low density residential create families which create children or are more prone to.
The death wave is created when you lay down a large amount of residential zoning at one time. It creates many citizens life clock to start at the same time causing them to pass all at the same time creating a backlog of dead that may overwhelm your death care facilities. In turn cause abandonment and restarting the cycle over again.
You have two solutions.
The first is to massively overbuild death services. This will clear the problem when it occurs but you will still have to deal with the massive swings in population and what that does to your employment.
The second is to get the lifecycle rebalance mod. This solves the problem entirely.
I have been playing since the beginning March2015 and I can say with certainty you are wrong! So what population is large enough to have a death wave? My main city is at 95k, never waved. I have a city at 150k, never death waved. Also one at very close to 200k also never seen a death wave. Do I have to wait till a population of 200k or more before I see one on my maps? Not likely! Having said all that I have seen situations that many have called a death wave and it turned out to be traffic flow issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=1533844801
"The cause of deathwaves is tied to the way cim death is coded in the game." ?
They have a life span of 6,six game years. (So i have read before but can't say I know as fact).
I do know I have never used those mods nor have I ever felt the need to. I have many times repaired deathwave cities from others and rarely did so by adding more death care though I always add one near cemeteries without a crematorium near them. So the emptying does not hamper traffic or pickups. You can have deathwaves caused by not enough death care facilities, traffic, zoning large plots of residential at one time. The death wave just like the single lane line up IS THE SYMPTOM not the cause. Unfortunately many tie a symptom to one cause only and assume they are right and any event that falls out of the assumption is deemed broken game.
Overbuilding deathcare facilities to deal with a deathwave is not dealing with the cause most times. That would be similar to instead of getting the muffler on the car repaired you just keep turning up the volume on the radio to drown out the noise. In the case of the above clip more death care would have done nothing at all.
What happens if my population is more than my available jobs? I have 21k pop. and 17k available jobs with 13% unemployment. What should I do?