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
It is up to you therefore to limit your office and commercial zoning and allow the Cims to seek vacancies in industry.
What form of advice would that be?
Chirper? Turn it off. Never look at it.
RCI indicator? It's an indication, no more than that. Use it to get an impression of what may have the potential for growth. But do not consider it as an advisor. The fact that it is too vague and does not specify exactly what is driving demand at any given time, you cannot rely on the RCI to point you in the right direction.
In terms of industry, including specialised industry, it would be much more practical to use your import/export data. If, for example, the data shows that you are importing goods and exporting raw materials, then it would appear that you need more generic and less specialised. So, too, if you are exporting goods and exporting raw materials, but still have some orange demand, then it would appear that you have no industrial demand but demand for offices instead.
Hope this helps ;)
I've been playing that city with no mods since I've been going for some achievements. I can see trains and ships coming in and usually they are fully loaded. Like I said, I do have some busy sections but no absolute congestion. Those busy bits are major crossroad areas and no attempt at rerouting would really solve anything.
I've been following the same approach with what you said about education. And although the issue of "not enough workers" popped up now and then, it isnt a leading cause of abandonment.
The advice mentioned was in the tooltip, when checking a building stating why a building has a problem. When products is a problem, it tells to build industry and so on. I gave it a shot as a test and it made no difference.
I hadn't really thought of the import/export data and will check it out, though I wouldnt expect that to me the case when raw materials missing is one of the core reasons behind my industry failing.
Major import by a significant chunk is goods. So it would suggest the problem is the imported goods not reaching their destinations. However, as I said, I have commercial zones right next to harbors, train stations and highways that are still being abandoned and I have redone a lot of the roads to enable easy access (to the detiment of city finances and population in the process. None of the rezoned areas have fully recovered yet, since overall demand is so low). So, either that is not the problem or the game is bad at optimising efficient routing and forces shops to get items from an entry across the map instead one that is nearby.
Seperately, well educated sims does tend to lead to abandoned industry... easiest fix is to zone office rather than industrial once you get good university coverage.
Examine the buildings for generic abandonement. If it is lacking raw materials then they aren't likely to be lumber or oil and so as far as specialised industry is concerned the ones that would need investment would be either or both agriculture and ore. Experiment with those and allow export to be your guide as to how much you need to expand. Try to limit your growth so that you export only a very little amount of specialised and no generic goods at all.
The issue has several factors:
You may actually have too much commercial.
There shouldn't be much detriment to population by overhauling your layout when it is close to your cargo port/train terminals as there shouldn't be any residential zones near them, nor anywhere close to your commercial zones. They are just too noisy.
Check your delivery vehicles and the routes they take to their destinations. If you do find that after disembarking from the port, for example and then have to drive across to the other side of the city, then you have to consider a couple of options. Relocate the bulk of your comercial closer to your main cargo port/terminals and/or implement a better way to get the deliveries from A to B (an internal cargo rail perhaps, if haven't already).
I wish you success with this, I find it one of the fun aspects of the game and when you do manage to successfully end up with a fluid and functional delivery system, it's extremely rewarding ;) Feel free to SHARE a save game from the content manager so we can take a closer look.
Lets get ONE thing straight Education is so important that it should never ever be something that anyone avoid.. Why?
- Higher educated people will spend more money and pay higher taxes, produce less garbage and use the more expensive public transportation the city has to offer.
Higher edcuated people will if there isn't any other jobs available work in farms, forestry oil or ore buisnesses. Aswell as the lvl 3 generic industry
Higher educated people will help your residential, industry, commercial and especially offices to reach maximum level.. (offices are a pain to get to max lvl but thats besides the point)
The whole not enough goods, raw materials and or workers is often caused by rushing things and not let the city develop in a more natural and realistic manner..
Think of it like this.. would it make sense to build an industrial zone to employ thousands of workers if a city only have demand for only half of it? Same goes for commercial or offices.. zoning huge chunks at a time will move workers from industry to commercial or office jobs and lead to the problems with supply and demand not being fulfilled aswell as worker shortage in the industry.
Factories that are not filled up with workers will work at lower rates and not produce at their maximum capacity.
Also it doesn't matter how many ports, highways or cargo stations a city has if it isn't doing what it is supposed to do.. I had an issue in my city with 2 cargo harbors shipping back and forth and they are ♥♥♥♥♥♥♥♥ next to each other.. its so stupid.. once I closed one of them down the import / export numbers changed drastically. and the same can be applied to a faulty train setup where the trains will move cargo around for no real reason and this will more often than not lead to not enough goods, raw mats etc.
To sum it up..
Educate you citizens at a steady pace.. Don't zone huge chunks of anything. let it develop and pay attention to how it goes and react accordingly.
Setup train networks so it makes sense.
-raw mats industry linked to generic industry or import / export
- Generic industry linked to commercial zones import / export
And keep track of what comes in and out of your harbor.. and ask yourself if it is what you want or need..
Allways keep a close eye on the import / export situation aswell as hotspots in your infrastructure..
Ignore the RCI indicator and get a habit of never zone to big at a time and by that get a feel for what is needed.
One more thing when zones get abandoned in huge numbers.. completly get rid of the zoned area to make sure nothing new is getting build until things settle.
I hope this helps and good luck :)
Also interesting is the bit about not zoning too big too fast. I always went for that kind of option and it usually worked but the problems did start cropping up after zoning an entire region in a single go.