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You'll need around 700 citizens just for that coal mine.
Are enough workers waiting to be picked up at the Bus Stop? GoRun and Silent_Shadow address this aspect. In addition, workers tend to prefer local jobs rather than waiting at the bus stop. Having enough citizens / workers helps with the supply, or you can assign the bus stop as the workplace for some workers in one or more residences.
Are workers getting on the buses?
Are workers disappearing off the buses before reaching the workplace? This can happen if the commute is too long, or workers have to wait too long for a bus.
Dropoff either directly to a workplace or to a nearby bus stop works equally well. Using a bus stop allows serving several workplaces near each other, but there must be a walking path from the bus stop to each workplace, and the distance must be within walking range.
If that doesn't lead to a solution, tell us a little more about what's going on. Good luck.
@Philosophhag: Wait, workers can vanish from buses if the commute is too long? How long is too long?
(Or should that be, how far is too far?)
I don't think the frequency of the buses are the culprit here either. Because I slowly ramped it up, until the bus stop is always empty or if there are workers waiting, it isn't for long. Also, I don't like that my buses are barely half full when they drop workers off. Should I stick with smaller busses, or get the bigger ones, even if they aren't anywhere near full capacity?
So, it doesn't matter if I drop the workers of at a factory directly or if I drop 'em off at a bus stop?
I still think SOME sort of shift system would be a good idea. At least something that might tell you if they're about to abandon the factory, leaving it empty.
A light update, since my last post, I wanted to continue my game, but the game won't let me load it anymore? :shrug:
It's annoying, but I wasn't too attached to the save game. I think I'll start a fresh game and then I'll see if having MORE workers will do the trick.
From a thread dated Dec. 2019 (but still valid, I think) "How to get buses to work?", one of the responses follows:
"you cant think the the workers as being people that will hang around until a bus arrives as might happen in other games. Think of it this way."
"Person A reaches point in time they are to start work. A timer starts covering a 5 hour window for all transport. They go to a bus stop. there is no bus there. They wait for 4 hours of their time for the bus to arrive. They get on the bus. The bus trip to the work site is 1.5 hours. 1 hour into the bus journey they teleport home as they were unable to reach a work place. They now show as an unemployed stat. The bus arrives and you wonder why there are no workers on it."
"The far away will be the bit killing you. Your only option is to put enough buses on the route that there is nearly always a bus waiting at the bus stop near home."
I don't vouch for all the details in that quote, but the general concept seems right (and maybe the details are, too).
.pick-up point 100% loaded
.factory 100% unloaded
.station near the factory 100% force to get out.
.end-station
If they board a vehicle, they will have "4 hours" to exit it or they will teleport home again. The rate that this time elapses at depends on the types of citizen (tourists will travel for longer) and vehicles (on ships, citizens will wait much longer, I am not sure about other vehicles).
If citizens travel (wait at stations and riding vehicles) for more than "5 hours," they will get upset, but that is it.
There is also a mechanic in the game where citizens will work for a longer time dependent on how long their "total time traveling" timer gets to (up to 4 hrs it seems), but they will also have more substantial needs (more consumables, longer service times).
One other solution is to build housing very close (within walking distance) to the mine. This requires markets and schools, but sometimes it's the only way to ensure a steady labor supply.
I don't follow.