Cities: Skylines

Cities: Skylines

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The Employment Agency - privately owned
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5.939 MB
Oct 23, 2016 @ 11:47am
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The Employment Agency - privately owned

In 1 collection by Populous
After Dark
119 items
The Employment Agency - privately owned, by Populous

Dear Mayer, you say you have an unemployment issue... nothing causes the collapse of a cities population like unemployment so, we introduce to you an original and another first asset of its kind: “The Employment Agency”.

Because Unemployment leads to crime, loss of taxs... and health issues... this asset can be found under medical and actually serves the purpose of a normal clinic however the concept of this asset is to temporarily hire a lot of workers when there is an excess of unemployed Cims and so the building will be understaffed if you have a shortage of workers. For that reason, this asset is privately owned and so you as Mayer can add this building when unemployment is high and remove this building when there is a demand for workers, a new twist on the term "temp' agency".

Employment Per Building:
- 100 Uneducated Workers
- 100 Educated Workers
- 100 Well Educated Workers
- 100 Highly Educated Workers

- Build more residential then you could before and keep your cims employed
- Lights where there should be lights including flight warning lights
- 4 colors for more variety ( see images for colors )
- Markers are set so cims will enter and exit the building and sit on benches
- Parking lot works so cars park
- Privately owned

- 0 construction cost ((privately owned)
- 0 maintenance cost (privately owned)
- Standard Clinic settings

Yes, absolutely, Thumbnail included for easy identification from the menu system

- Yes, this is a recolored, reprogramed, redecorated stock building (Sorry my time is limited these days, but the concept is what's new and important).
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Populous  [author] Nov 24, 2017 @ 2:21pm 
Ah, that was you? You are famous
Ilion Nov 24, 2017 @ 10:50am 
I have it. I over-did nursing homes in my first city. I placed over 60 -- of that one -- so, 200 rooms/households x 60! Putting that many really stalled the city's growth for a long time, because the rooms count as households. And since a lot of them were at only half occupancy, the RCI demand meter had no "R", and it was pointless to put anything else, since what I needed was new workers.
Populous  [author] Nov 24, 2017 @ 10:02am 
Yes true, but the issue is retired take up residential needed for employable staff to live... so the smart seniors move here:
Ilion Nov 23, 2017 @ 10:08pm 
Another possibility is that the seemingly "phantom jobs" are actual jobs ... it's just that in a city of 73K, there are so many cims retiring at evey click of the game's clock that there are always some number of open jobs, no matter how many cims are available to fill them.
Populous  [author] Nov 22, 2017 @ 6:21am 
Odd huh? I will play with when I get some time.
Ilion Nov 22, 2017 @ 12:00am 
That was my thought when I first subscribed to this asset (when I'd had the game for just a few days). But then, in playing the game over time, I eventually noticed that -- at least in the game as modded on my PC -- turned-off buildings keep their employees. I could be mis-remembering, but I think I noticed this before I had many mods; and certainly before I got the "Districts" mod.

One of those mysteries, I suppose.
Populous  [author] Nov 21, 2017 @ 4:55pm 
Yes, turning it on or off would work perfectly... and turninging it off stops new hires, but should release workers at a point there is employment.. Given all the issues reported asset after asset, you my have an issue with the zoning mod... nothing should have the issues you report.
Ilion Nov 21, 2017 @ 4:37pm 
Another possibility for the source of those "phantom jobs" would be if services buildings won't fill a position with an "over-educated" worker. Since my city's population are mostly college graduates (I'm currently trying to intentionally under-supply education), it could be that most of the services building are under-staffed. And that might explain why when fires break out, the fire stations frequently don't even send out a truck.

On the other hand, I read a review of the game by someone who built a fully functional city ... with residential zoning for *one* household. The buses ran; the cops patrolled; the firemen put out fires; and when his citizens died, the hearses did their thing (the way he described it, the hearse was there the pick up the second one before he had even died).
Ilion Nov 21, 2017 @ 3:56pm 
On a related note, something causes "phantom jobs" ... which, since they don't exist, can't be filled.

In my other city (current population over 73K), the Population tab consistently shows over 700 demand for more workers. This is the case whether unemployment is at 2% or 20%.

I'm speculating here, but I wonder whether these "jobs" are from abandoned buildings.
Ilion Nov 21, 2017 @ 3:46pm 
"Instead of destroying it, would turning on and off work too?"

Does turning off a building *actually* release its workers? You'd think so, but that not how it seems to me (*). I'm speaking of buildings in general -- while I've subscribed to this asset, I've not actually used it yet. I am thinking of using it in my new city, since I want to increase the population but I don't really want to put in more factories just yet. So, that question occurred to me, and in testing it, the result I see is that even turned off, "The Employment Agency" retains the workers it had, and indeed gains new ones if if has vacancies and there are unemployed cims.

(*) in observing other buildings.