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two: are there any OTHER problems? (not enough raw materials/not enough buyers, etc. )
three: for the areas you zoned, did you make sure there was Water and Electric through them properly?
Thats all i could think of checking atm.
You should also get the "extended building info" mod, it helps a lot by showing you what is required by building, level, service, education, worker, etc. Knowing what is missing will help you fix that, without guessing.
There is not really a demand for residence. Rarely a problem of not enough buyers, and all my zones have water and electricity and there is enough of both, no shortage.
I have enough schools and they're accessible. It's wierd because in my city there is a high demand for both commerical and industry but very little residential. And if i don't act on those then everything collapses from there
What do you mean with that sentence... the RCI bars?
You should not rely on them... before you zone industries (and I guess not a small patches here and there, but a massive zone...) and that is not only valid for industries, you better check your unemployement. zone more workplaces when you have anything between 4% to 10% to avoid any troubles overall. Always rely on the available numbers and the many other available hints in stats as to know how/with what to finetune your buildings, but not the RCI bars.
On a separate note, I have had a city of a similar size, and it really is a balancing act. I have had instances where my demand for Industry is high, yet none will be built if zoned. It has turned out through tinkering that this 'demand' was actually for a speciality industry - hence I would see if you have enough of all 5 industry types in the city, and perhaps look to expand them all slightly. Its also worth noting that even a 10% increase in industrial footprint is enough to eliminate a full demand bar.
Good luck! [ps 5th industry is generic]
Are you sure, 100%? In C:S if traffic gets too clogged it despawns so you are never sure if you have traffic problems or not, it can give you a false sense of security, especially with a large city. I always check with a mod that prevents the depawning, that allows you quickly spot bottlenecks. You don't need to have it activated the whole time if you don't want. I use the one in Traffic++ but there may be others.
Yeah, I meant the RCI bars when they go up in color for residential, commercial, and industry.
It's not DEMAND, it's more INDICATORS
So now a wall of text lol (sorry it's copy/paste of what I also have written in other topic, but as it seems it's something that is asked frequently...)
You need before you zone any working place, take a look at your unemployement.
If you have it near 3% or 4%, more likely than not, zoning new working places will result in some bad results.
The RCI bars are there as a guide, not a requirement. So you won't have angry cims because you did not zone commercials to zero down your RCI bar for commercials. Bringing it down may more likely than not result in a *not enough customers*
Your industry bar is there more likely to show you that you may have a rising unemployement, so it's maybe time to check it's numbers, and zone accordingly.
Your residential RCI will be linked with your unemployement for one thing (too high unemployement, so ~10% or more), and probably your empty *slots* in existing residential buildings... if you have room for 2000 more cims/familes your residential bar will not climb that high either.
So basically you finetune your working places playing within that unemployement range of 4% to 12%
Always remember that a 4x4 lvl1 generic industry will employ 18 workers, lvl2 24 workers and lvl3, 32 workers... so along as your generic industry is leveling, it will *eat* a part of your worforce, so better level up your residentials along that or zone more residentials. Ofc same rule will apply to commercials and offices, but numbers of workers differ.
Then, usually when you hit offices, you will more likely than not zone them... just remember that an educated worker will probably leave it's working place if he's overeducated... so to avoid that, again make sure you have enough unemployed workforce, to prevent that move or fill in the open slot in lower workplace.
Always make sur you use mass transport (bus/metro) to provide an easy access to jobs for your workers and from any place in your city...
Finetune your generic industry by comparing it with import/exports... if you import goods, you can freely zone more generic industry. I personally always try to export goods, and once I know I export I can zone more commercials if I want to. But I will always prefer zoning industries before zoning more commercials if I get thin on goods exports.
Finally my zoning ratios are 1/2 is residentials (50%) (but I have quite a lot of low res, so may be a little less) 1/4 industries (25%), 1/8 commercials (~12%) and finally 1/8 offices (~12%)
Anyway, there is not one and only reciepe for this game to have a successfull city, but one thing you need to check often is your unemployement ( all that easy up to the 100k pop) maybe later game with a nearing 200k pop maybe those behaviors could differ, but I sucessfully used that method for growing a +150k city
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