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i guess you reached that.
if you plan to expand that settlement, add a second shop, if not maybe just ass a restaurant, it will help with the demand.
the happyness of your workers also effects how effective they are, so if your population is realy unhappy, there productivity drops, which in the case of the shopping center means that not everyone gets served anymore, which leads to people being even unhappier.
can you provide a snapshot of the shop, (building card open, and surounding area visible)maybe we can spot what is actualy going on.
PS: I'm assuming you have sufficient available workers at all times and in range.
Here is the requested screenshot:
https://steamcommunity.com/sharedfiles/filedetails/?id=3364091140
I had this problem when the loyality went down a while ago.
At this situation I would try the following?
Choose a house big enough to have workers in the shop to work. (3 shifts)
Send all workers to work in that shop, all others elsewhere.
You can find this selection at the menue of any residential building.
Should I leave it at the default 50/50?
Some other buildings could be draining Your workers. Hospitals and universities or larger police stations could be a reason.
9% of jobless workers could be a slightly lagged.
You can have 100/0 and limit number of max workers in shop to fit population.
This ensures everyone will first consider to work at the shop. But since its priority queue, if you have lots of manpower majority will be doing the 0% choice.
100 % to the shop, and 0 % elsewhere. This way everyone will try to work at the shop if slots are available. Everyone else will try to work elsewhere.
Sometimes I comes handy to reduce workers in other buildings when not so many are necessary like hospitals or universities.
I try to avoid such practices and let the people decide themselves to where to work. But under spezial circumstances like this it might be a temporary solution.
At the end of the day you need to have enough workers to run the city.
Depending on play style a small town should have not less than 2000 People.
Fewer are possible but that requires some good layouts, calculations, and skills of the player.
When I build a new city I always have a bus station or something else where I allow workers.
Only if workers start to wait at the platform than I know that every work slot in walkable distance is covered.
And one more thing.
Apart from the shop.
If you run a heating plant and/or a power plant:
You want to be deadass sure that those facilities are maned 24/7.
If a bus line is in use, make sure that there is fuel. Ether end station or fuel station. Maintenance of vehicle shall be granted. I service my vehicle at 30 %.
Have your roads free of snow.
Have nothing that creates a traffic jam.
This game will find a way to hurt you badly.
And the only person to blame is in charge.
If your power plant dies in winter that is passport to Nirwana.
But if things work out it is great.
The way to a prosperous nation is rocky and hard. But fun. 😊
I went a little of topic.
I'm sure there are more things to add.
Didn't expect this post to get so long.
Best regards.
(100% shop) ≠ (100% shop, 0% elsewhere) ?
early on it's best to manually designate some houses to neccesary buildings like stores/heating plant/ clinic etc to avoid the understaffing issue
That's what I asked.
Thanks for explaining.
Really not intuitive.