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1) The positioning of your worker drop-off stations relative to your industries is *critically* important in this game, much more so than in other city-builders. This is because they are rather 'dumb' in terms of their automation: a bus arrives at a dropoff station, and each worker only then decides which work-place within walking distance from that station they will go to. If none are available, they stay on their bus.
That means that you want to set up your bus routes (same for trains) so that the vehicles travel to drop-off points in descending order of importance: You need to drop off workers at your coal mine before you drop workers off at the coal processing plants, which in turn must be before the steel mill. (Don't forget to ensure power & water workers get first priority of all!)
Lastly, there is no way to prioritize worker distribution from a passenger station. Workers are assigned evenly (in terms of absolute numbers of workers, not % of possible workers at a workplace) to all workplaces within range. You can also set a passenger station to *only* send workers to certain workplaces, in which case they will utterly ignore all other workplaces.
2) Vehicle routes to passenger stations don't record whether or not there's any point to visiting that station: if all the workplaces that can be reached from Station A are full, buses and trains will keep on stopping at Station A even if nobody can exit, rather than skipping ahead to Station B.
3) What buses are fantastic at (assuming minimal other traffic on the roads) is maintaining *constant* staffing levels in workplaces, especially if you use the bus end-points that let you set manual timing between buses on a route. For keeping up with the massive workforce requirements of many industries (mining, steel mills, and vehicle factories come to mind) passenger railroads are much better. However, there is no easy mechanism to 'space out' trains so that industries have a near-constant manning.
Thanks for the information. Seems like it'll be easy to work with all of it with the exception of pax distribution at starter stations.
Seems like with the amount of effort they go into simulating everything else, pax are woefully sub-par compared to the rest of the game. It'd be great if workers were visualized like in games like captain of industry and just found their way to workplaces- though obviously the scale is different. It's somewhat seen in a game like transport fever where every pax decided a place they want to go, and then only after that they figure out how to get there - ideally via your transit system.
Either way the game should upgrade to pax that know exactly where they want to go, what line to use, and what stop to get off of.
Citizens will accumulate at stations that allow them when they cannot walk directly to a job or place they can satisfy their current need. They will only board a vehicle if:
- The vehicle stops somewhere they can find a job (workers/students) or satisfy a current need (free time 'passengers'), or
- The vehicle's line has a stop where its applicable riders are forced off (the station must accept them too)
Citizens will not board otherwise.It completely prevents any usefulness in centralized bus stops for large cities.
For those centralized bus stops your options are:
A) have a single bus line zig zagging throughout the land going back and forth based off priority of buildings.
B) have multiple bus lines(the whole reason that multi-platform bus stops exist) - and then just gamble which line will be saturated and which one won't.
- You can improve the frequency to stops you care about to increase their priority.
- You can have multiple lines with a place as their first stop to prioritize it.
- You can use bigger capacity vehicles to pull more people to prioritized places.
- You can also build multiple workplaces within a single stop's range and set their priority by the station's "where should workers go?" mechanic.
- You can build a station near a workplace, and set the line to stop at it twice in a row. Set both stops as a worker drop off, but force workers off at the second stop. This will let workers who find empty slots leave the bus and go to work while the rest wait at the station for an hour and check again for empty work slots (a buffer industry nearby can absorb extra workers)
- Do the above trick, but build another station near it, and set them as each others' 0% option for "where should workers go?" and set the desired industry as 100%. This way, citizens will wait until they get a job. Your desired building should not ever be empty this way and you should be able to tailor the line to deliver just over the amount of people you need.
To name a few...I realise this is not realistic, and the game could simulate things better. But this is a macro way to think about it that in my experience jives very well with the underlying game mechanics.
Designing a city to have relatively few transit lines, all of them high frequency and high capacity, makes it easy though. An ideal city for example, could just have just one passenger train system (or a metro now if you're playing on the beta!) with multiple pick-ups and multiple drop-offs. You set it up and then tweak the percentages to "equalize pressure". And tweak the train signals to make the trains run as fast and as frequenctly as possible. Could fill all the jobs of a 20-30k city with just one train line like this if you wanted to.