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Zgłoś problem z tłumaczeniem
You could use one bus stop and apartment block for the power station bus stop. And a separate bus stop and apartment block for the other factories. Make sure you assign the apartments to which bus stops you want them to use.
Okay just adding bus stops near the factories solved the issue, thanks.
I thought it would be more efficient to send buses directly, but seems I was wrong.
Now i have a flow of travellers between the bus stops near the factories but since the production is going at full speed I don't really care.
I had the same situation of dropping happiness, people disappearing and not working anymore. As said above, I constructed another grocery store, increased the offer of food and meat, got more people with relevant education to work at the grocery stores, school, kindergardens and hospital and allocated population from the living quarters to work in these places. Furthermore I intensified the bus frequency to the cinema and bought more ambulances in the hospital etc. It worked - over time the people now reached their maximum happiness and also the amount of people working again increased.
the key is reducing the waiting times of workers. maximum waiting time is about 4.5 hour (include travelling time).
I think I see your problem.
You have a bus that goes to wood cutting station or Power plant and returns back to bus station.
Your bus with lets say 60 people capacity will carry workers to wood cutting station that only takes 20 workers. Other 40 workers will ride on the bus for 5 hours unable to find free workplace, disappear and be unemployed.
Because these workers are just taking the ride on buses, they can't work in kindergarten/shopping center. Thus creating even more unemployed people.
In the meantime: workers at wood cutting will come to shift end and go home, leaving your wood cutting / electricity plant without staff or only few workers. Until the bus returns with fresh workers.
You have to design your industry and bus lines to be effective:
-Bus picks up workers - goes to essential industry like Power plant or fire station, offloads 13 workers - goes on to bus stop with secondary industry like brick factory, offloads 27 workers - goes on to bus station serving coal mine and coal processing, offloads rest of workers - goes back to station to pick up more workers.
You have to have bus picking up workers from bus station in less then 1 in game hour and you won't have many unemployed people, your critical industry will always be fully staffed and your secondary industry will be almost fully staffed at all times.
It's not a bug, just design issue with your industry and transport system.
Try that, works very well.
GL
I mean the buses are empty and the factories are empty.
Meaning there aren't any people in the buses, and nobody in the factories.
- Is the pickup station accepting workers? No -> Turn it on.
- Are workers in reach of the pickup station (Use the walk distance button on the station) No --> Build more houses in reach of the station
- Are both above a Yes and you have no workers waiting at the station or very small numbers? Yes -> Then you need more workers or less other workspaces open.
- Are there a lot people waiting but busses empty? Yes -> Check your average waiting time. Click the pickup station and go with the mouse above the most top left worker in the queue. Check his time "waiting at station". Is is close to 60 minutes then you need more frequent bus pickups so add more busses.
- Are a lot workers getting on the busses but factories are empty? Check your travel time. Check your busses on the road and go with the mouse over workers in the bus queue. Check the displayed travel time. Is it close to their limit of 5 hours? Yes -> Try to make a shorter route or build a closer pickup station.
if you check all the above things you should get every transport working.
And for the capacity and speed:
The distance and the amount of workers needed at your destination let you easy choose what bus you need. Also consider if you need to have it full staffed all the time. A woodcutter does not need to be fully staffed. A coal power plant does.
close and low demand -> small bus (they are all fast).
close and high demand -> pick high capacity busses
far and low demand -> fast small busses
far and high demand -> pick fast and high capacity busses.
The more cruicial a destination is to you the more you need to have busses arrive but the more workers you will "loose" because the cruicial workspace is full. I like to add non cruicial buildings for such lines. need another fire department? Mostly it does work with 12 even if there are 36 working slots. Get creative where you can unload the workers. And in the worst case just let them stay in the bus and loose them. A good and strong economy has no problems with some workers getting unemployed
For all low demand situations: Check if you can let a high demand line serve the low demand line. Or think about them not beeing staffed all the time. woodcutting does not need full staffed all the time. they cut much fasther than the trucks can pick it up. You can be fine with 1 small bus.
In addition some more explaination to kindergardens empty to houses:
let's say you have a house next to the kindergarden.
If 1 workers starts their workshift in the house it will check if there is any workplace in walking distance and choose one random. if there is no workspace then he will look for any station that accepts workers. he will then get picked up or after 1 hour he will check again if there is a workspace in walking distance to his station. if there is no station and no workplace he will go unemployed and do his leisure time.
Keep in mind: if the kindergarden has 10 open work spaces and 1 worker leaves his apartment and he accepts to work in the kindergarden he will take some time to walk there. while this happens the slot in the kindergarden stays "open" for you to see. But the game treats it as "filled".
If you keep this in mind then to your problem are now 2 possible explainations: Your kindergarden is in the normal way understaffed meaning there are people already walking to the job. Or you have some other things going on like manually assigned workplaces. if a house has a manual assigned workplace the inhabitants will only go there and not to any other workplace. These are the options i see how a workplace can be "understaffed" but workers next to the place unemployed.
Edit: And just to get you a feeling how this normal up/down due to walking distance can play out. a place with 10 work slots will probably be most of the time between 5 and 8. But it can also happen that it drops to 1 for a short period of time. That is just the way it is. Due to the mechanic of the game you will not be able to keep it full all the time. It's not possible. Maybe if you build a apartment with 180 people next to it and manually assign them all to this 10 slots. Then it will be almost all the time full. But this would be a waste of workers since 90% of that house will be unemployed.
hope this helps
greetings
I personally put construction sites inside my city to 0/0 wokers while having stuff delivered. Once i really start building them i let 15 to 30 workers there. But again this depends on what you want: You really want it to build fast? Then open 50 slots. But keep in mind: you will have those 50 workers not be at a bus station then. So your line picking up workers there will have less to pick up.
please present screen shots so other players can help you :)