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There is no penalty for high unemployment.
I'm wondering if it was because of the way I had previously specialized my industry according to the available resources. I had both Farming and Forestry industries and when I switched to Industry 4.0 I think a bunch of people lost their jobs right away without me noticing. I'm struggling to remember, but it just occurred to me that I remember having problems with Industry 4.0 before. I lost my town of Beavis so I will have to start over lol
This can sometimes cause cims to leave. Just leave taxes at 9%, budgets at all 100% and avoid policies. This will give you the most stable game and help you learn the game more quickly.
You're an experienced player. You have already figured this out over many game hours. You know to automatically set your budget and policies from the start of the game to fit YOUR playstyle.
You're Not an inexperienced players that wants to learn the game.
It's a much quicker learning the game by not adjusting the game and throwing things out of balance for new players.
I'd say budget balancing is a huge part of learning the game, and not building more services than necessary helps a huge deal especially the larger the city gets. I do agree with your "inexperienced" though.
For example, early game in Cities feels like ez mode bc my Residential Demand Bar is almost always maxed out. In Sim City early games, you had to actually do things to make your city attractive before the residential demand bar could grow higher than a sliver. In this Cities, I'm not even sure what's driving residential zoning demand. To test it out I set taxes to some exorbitant rate just to see if res demand would go down. It didn't instead people just complained about taxes and eventually started to move out. But demand for residential zoning never went down. That doesn't seem right.
Another thing I enjoyed a lot in Sim City was starting my city in the year 1900 and slowly unlocking all the new techs over time rather than by population size. It makes much less sense to base new unlocks on pop size plus squanders what would have been a much deeper level of immersion. In Cities it feels like my town is stuck out of time, Thread closed lol
No one here is trying to put you down. In fact, the cross-criticism's motivation is that the help you're being given is the most effective.
For instance, the RCI Indicators in this game are not saying what you think they do. So SimCity mechanics might steer one away from what they're actually saying.
The Industrial Indicator is not saying more industry is needed. It's actually your city's unemployment. Jobs are created by Commercial, Office, and Industry.
The commercial indicator is not saying more commercial is needed.
This quote here is from the paradox wiki for the game:
https://skylines.paradoxwikis.com/Zoning
There are also subtle differences between this game and SimCity that are only fleshed out by many hours of play and experience.
Yes thank you for doing a better job of summing it up. In Sim City, it was not only intuitive but it was immersive. Cities feels so one dimension in comparison. The goal in Cities is ONLY for you to make a sprawling metropolis. But in Sim City you were free to have any size city you desired, just like IRL. The level of one-dimensionality continues with Residential Zoning Demand. Here's a very specific example from Sim City 3000. In most early games in SC3000, the residential demand bar is only a sliver. But you can directly increase it by enacting policies that would make it attractive to live in your town. Things like: Giving residents free parking instead of installing meters and making them pay, or lowering taxes significantly.
Why doesn't Cities have a Legalized Gambling Ordinance? Why are there no Carpool Ordinances? No Free Shuttle Service Ordinance? I seriously question the focus and direction the devs chose for this game.
Here's an excerpt directly from a Sim City 3000 Advisor and Ordinance Guide that details how the RSI Demand works:
"Early on, Industrial demand is high because outsiders want cheap land to
build new industries. Once industry is established, Residential demand grows
becase Sims who work in industry need a place to live. Gradually, these Sims
need Commercial services so, over time, demand for the Commercial sector
grows.
Residential demand is usually equal to the aggregate demand for Industrial and
Commercial, or simply stated, R = C + I. Younger cities demand more Industrial
than Commercial, while in mature cities the opposite is true. Industrial
demand comes from outside the city, while Commercial demand is primarily
internal -- as the city grows, it creates more and more internal demand for
Commercial."
Sounds like they put the proper amount of thought into it, while I'm not sure wtf the devs at Paradox were thinking. I'm desperately hoping that Cities 2 will have more of what I want but if it doesn't have co-op play then I'm going have to legit make my own game....
Then you're going to make your own game, 'cos CO is not adding multiplayer.