Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
your unemployment is 0%
those educated workers are allready employed at a worse job... they will swich jobs but it needs some time.
also: if they live at the other end of town they need travel to the new workplace at least once for that sign to disappear.
I often see this in with far away workplaces,... if the cims take a long time to get there all the new buildings will complain but those complains disappear one at a time
Your unemployment is too low. From what I've read, you should try to keep it around 10%.
Ok thx, will try and let it run some longer, but i just often see that the buildings end up abandon...
Really? Its a bit odd if that is needed?
Well that's where I'd start first. Then I'd check to make sure I had enough elementary schools for the whole city (I think that's the "educated" level) to ensure I had people that could fill those positions.
Agree , that´s classic vanilla silliness to keep it running
l´ve never seen 0% unemployment before , therefore l asked for mods
10% can be a rule of thumb to catch swaps of availible workforces .
Your senior part in population will double next time and you will go very short in workforces if you don´t zone more residential or dezone jobs .
Another rule of thumb to get some balance between jobs and workforces :
Without Hadron Collider : childs , teens and seniors don´t work -> depending on eldercare 45%-55% of your population are workforces
As education is the slowest part of development , l would reduce workplaces + steady slow low residential zoning
Have fun
workplace distribution needs a couple unemployed to work properly.
5-10% is what I read (meaning 5% = add more living room, 10%= add more workplaces)
in my experiance it's hard to do in a new city, below 10-15k population I woulf keep it at 3-6%... but once big enough watching unemployment is the way to decide what to build...
demand bars are misleading as residental demand means that you need more workers.
industry demand means you need more workplaces, which can be industry, office or comercial.
comercial demand means you need more places to shop, your cims want to shop more.
as you see especially industry demand is not allways equal to build more industry
Ah you allready did let it run and got abandonment... that makes me even more sure it's the unemployment 0% and not just a redistribution problem.
Sorry , l still don´t get it
University enrollment grows slowly and is still way below capacity. Do people ever withdraw from the work force to go to college, or are the students only fresh graduates from high schools?
Sound very much like what happend. I have just upgraded university, and build some of high-density commercial buildings. Will try playing some more later today and let the game run some longer and see what happens as some say, and try getting around 5% unemployment.
Another question, If i paint an area around high-density residential with education boost policy, will that work or do the schools and universities have to be within the area for it to work?
As for highly educated, I think it takes about four months of game time for a university to produce a graduate (or enough of them to show up as 1% of the population).
I'm having trouble transitioning industries to the Industry 4.0 policy. They say that they need skilled workers, but there are no job openings. They can't get skilled employees if they don't allow them to apply. Eventually they go bust, too. That's not so much a problem, because when they start up again they are immediately at level 4. I am merely afraid to bulldoze the spaces in districts with a forest or farming specialty. If you do so, will you lose the special resources in the ground underneath?
What I've done to prevent my entire industrial sector from dropping out at once is to carve a second district out of an industrial district, being sure to set the specialty the same, if any. Initially it takes up most of the first district. Then I apply the 4.0 policy to the first and give the territory back gradually. Does anyone have other suggestions? The policy makes for a great advance in productivity: 50% more output with about 30% fewer workers, and the building is at maximum level immediately. It seems good to make it a high priority as soon as the right kind of workers are available, but make haste slowly.
You problem is that you have placed services in your job areas. When they get a happiness bonus, they level up immediately, if it's a big enough happiness boost.
While residential leveling up is based on education, that you must take time to graduate from. It's not instant.
So, your problem is too much happiness in job areas.
Early game should be schools asap. Make sure all services are in residential as possible and the green area of effect staying in residential area. You don't want it crossing over into job areas. At least until you get enough educated cims to fulfill educated jobs. It might take a year or so for each education level.
So chill at the start and keep education high priority and keep services out of commerce/industry as much as possible. Schools also pay for themselves by educated cims commuting less crime, less water, sewage. power, garbage, etc.
Any amount of resource still left in the ground will stay when the building is removed, so you can bulldoze them just fine if you need to. :)