Cities: Skylines

Cities: Skylines

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kongkim Aug 18, 2020 @ 2:06pm
Not enough educated workers
Way is it many of my buildings say "not enough educated workers"

If you look at the screenshot i think it look fine.. or am i missing something?

https://steamcommunity.com/sharedfiles/filedetails/?id=2201781125
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Showing 1-15 of 20 comments
BucketBrain Aug 18, 2020 @ 2:18pm 
What mods do you use ?
MessengerOfRage Aug 18, 2020 @ 2:26pm 
give it some time.

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
Last edited by MessengerOfRage; Aug 18, 2020 @ 2:29pm
kristofburger Aug 18, 2020 @ 2:27pm 
Originally posted by BucketBrain:
What mods do you use ?
Doesn't matter, look at the amount of uneducated and educated workers in the building. That's vanilla silliness.
Mr. Monday Aug 18, 2020 @ 2:35pm 
Originally posted by kongkim:
Way is it many of my buildings say "not enough educated workers"

If you look at the screenshot i think it look fine.. or am i missing something?

https://steamcommunity.com/sharedfiles/filedetails/?id=2201781125

Your unemployment is too low. From what I've read, you should try to keep it around 10%.
kongkim Aug 18, 2020 @ 2:40pm 
Originally posted by BucketBrain:
What mods do you use ?
Extended building info, and some unenployment info mod.



Originally posted by Coookyman:
give it some time.

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
Ok thx, will try and let it run some longer, but i just often see that the buildings end up abandon...



Originally posted by Mr. Monday:
Originally posted by kongkim:
Way is it many of my buildings say "not enough educated workers"

If you look at the screenshot i think it look fine.. or am i missing something?

https://steamcommunity.com/sharedfiles/filedetails/?id=2201781125

Your unemployment is too low. From what I've read, you should try to keep it around 10%.
Really? Its a bit odd if that is needed?
Mr. Monday Aug 18, 2020 @ 2:47pm 
Originally posted by kongkim:
Originally posted by Mr. Monday:

Your unemployment is too low. From what I've read, you should try to keep it around 10%.
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.
BucketBrain Aug 18, 2020 @ 3:22pm 
Originally posted by kristofburger:
Originally posted by BucketBrain:
What mods do you use ?
Doesn't matter, look at the amount of uneducated and educated workers in the building. That's vanilla silliness.

Agree , that´s classic vanilla silliness to keep it running



Originally posted by Mr. Monday:
Originally posted by kongkim:
Way is it many of my buildings say "not enough educated workers"

If you look at the screenshot i think it look fine.. or am i missing something?

https://steamcommunity.com/sharedfiles/filedetails/?id=2201781125

Your unemployment is too low. From what I've read, you should try to keep it around 10%.


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
MessengerOfRage Aug 18, 2020 @ 3:24pm 
Monday is right, demand bars can be missleading esp. as you grow bigger

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



Originally posted by kongkim:
Ok thx, will try and let it run some longer, but i just often see that the buildings end up abandon...

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.

kristofburger Aug 18, 2020 @ 3:27pm 
Originally posted by BucketBrain:
Originally posted by kristofburger:
Doesn't matter, look at the amount of uneducated and educated workers in the building. That's vanilla silliness.

Agree , that´s classic vanilla silliness to keep it running
You didn't get it. The building isn't able to recruit enough educated workers because there's too many low educated ones.
BucketBrain Aug 18, 2020 @ 3:34pm 
Originally posted by kristofburger:
Originally posted by BucketBrain:

Agree , that´s classic vanilla silliness to keep it running
You didn't get it. The building isn't able to recruit enough educated workers because there's too many low educated ones.

Sorry , l still don´t get it
pemmons1 Aug 18, 2020 @ 10:32pm 
This began happening to me in the occasional commercial building when I built a university. Apparently young adults are going to college and postponing their entry into the work force. It may also be the result (I'm guessing) of high-density commercial buildings appearing for the first time, which happened at about the same point.

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?
kongkim Aug 19, 2020 @ 12:13am 
Originally posted by pemmons1:
This began happening to me in the occasional commercial building when I built a university. Apparently young adults are going to college and postponing their entry into the work force. It may also be the result (I'm guessing) of high-density commercial buildings appearing for the first time, which happened at about the same point.

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?
pemmons1 Aug 19, 2020 @ 5:16pm 
Why not apply educational boost to the whole city when your university is built? It hastens getting the enrollment numbers up. But don't keep it on too long. I'm replaying my game from the moment pop. hit 7500, having learned so much from experience. One thing I did wrong this time was keeping that policy in force too long. Not only is it expensive, but It deprives commerce buildings of the additional high-school educated workers that they need when they level up, so at least half a dozen of them were eventually abandoned after leveling up. What a pity. And with high-density commerce buildings, that happens upon getting up to level 2.

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.






MarkJohnson Aug 19, 2020 @ 6:51pm 
Originally posted by kongkim:
Originally posted by pemmons1:
This began happening to me in the occasional commercial building when I built a university. Apparently young adults are going to college and postponing their entry into the work force. It may also be the result (I'm guessing) of high-density commercial buildings appearing for the first time, which happened at about the same point.

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?

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.
Avanya Aug 20, 2020 @ 2:20am 
Originally posted by pemmons1:
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?

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. :)
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Date Posted: Aug 18, 2020 @ 2:06pm
Posts: 20