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You can tell workerrs where they should go to work though from a residence so if you have the car park only accesible from that residence then you can game the system that way a little bit.
There are also some other issues with using cars to staff places due to their requirement to reserve both a parking spot and a job slot prior to driving, as this will result in workplace's average staffing level to be under 100%, especially as driving distance increases. There are a couple options to fix this, or you can ignore it for some buildings.
You can read more in my exhaustive guide here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2840936507
"Car owners do not automatically teleport home after work, but instead walk to their car and drive from there."
This is off topic - but, nevertheless - does this not defeat the argument that workers must teleport home and can't use a bus because of the various reasons usually put forward.
When it comes to a critical force workforce like power and heat I tend to use cableways.
That's my preference but it works well for me.
I dedicate them so there is no confusion where the workers are coming from or going. It's too critical.
Yes, they can be subject to an issue with power loss on a cableway.
I also use cars or microbuses as backup gas powered transport. I use them Like I would a regular bus by by assigning a route. I do this not as the main workforce, but purely to augment the cableway in the even of a blackout. So I don;t have too many I am using since they are just used as backups. That way I will always have at least a couple of folks keeping the lights on.
They might get a little pollution, but not everyone in life gets to live in luxury.
If you have any criticisms, I would like to hear them too.
Sorry for the essay, but there are some relatively abstracted mechanics at play that need some explaining to justify my position.
I assume you are talking about the claim some people make about universal return trips; that since car owners already make return trips home, that other citizens should also be able to as well.
I disagree because there are a lot of differences between car owners and other citizens; I actually think personal cars show a lot reasons why return trips are generally a bad idea.
If you wanted citizens using public transportation to make return trips, they would have to either remember the path they took and retrace it or they would need a path home calculated; either way would require more processing power or memory than just having them teleport home, which would then lower the maximum number of citizens a given computer could support before the game becomes too slow or starts experiencing issues. There are also some other issues that would arise, such as worker/job ratios and feature disruptions.
Personal cars are kind of a glimpse into issues that would be caused by requiring all citizens to take return trips.
I think the developers implemented it so that car owners just look at all parking lots within range for walking access to what they want and then finds a path for the car to drive them there. A return trip home is calculated the same way or they just teleport home if they can't find a path.
Return trips are not compensated, and driving does not take up free time. Both lengthen the time of a car owner's day, but they do not lengthen the time they work for, which lowers the percentage of their time spent working, and thus increases the number of car owners needed to maintain a job filled. With tricks like range extensions, or just long commutes to work, you can accidentally drive up worker to job ratios to absurd levels where people are hardly working at all.
The ratio can be reduced though by having higher productivity (over 150% is possible) thanks to the loyalty boost. Unlike other citizens, car owners also do not experience a "spread delay timer" if they drove to work, which helps shorten their day if their commute is on average less than ~45 seconds (the average spread delay time). If the commute to work is very short, then you can shorten the day a lot while preserving work time. Both of these effects can theoretically get the ratio as low as 1.333.
I doubt that most players would see that as an enjoyable experience, especially considering that many of them already ask for more control over staffing in the game.
With remembering a path home, you would also run into issues with certain features of the the game, like non-station stops (such as dropping workers off into workplaces; where are they going to wait?) or chain visits (there may not be a path back to a station they came from). I am not sure all of these would be fixable without a reduction in utility.
You could argue that return trips would be worth a much lower maximum population and less stable worker to job ratios, but I think that would be a less enjoyable experience.
I agree, while his suggestion is a valid solution to constantly feed the building workers it's definitely possible to keep everyone outside of the all killing smog.
Its just like real life. If it where up to me, i rather have a job across the street where i live than struggle trough traffic for two hours every day.
but then you lose the opportunity for all those fake sick days...