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Annette Fazzari

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Aug 2, 2024, 9:35:42 PM8/2/24
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There are three tiers of workers (as is everything else); tier 1, 2 and 3. What I am having a hard time with is figuring out what I can build to target workers from each of the tiers. I gather what I am sure everyone else has, low tech industrial (regardless of density really) provides mostly tier 1 jobs.

Okay, my city is having a pretty serious issue with unemployment - there are "no jobs" zots dotted around the city, and lots of blighted buildings abandoned due to commute time. There's 47k residents and an insanely high demand for residential with everything else in decline. All taxes are still at 9%. I've tried developing more residential, but spoiler alert - its not helping with the unemployment. I haven't played this game very much; but the commute time doesn't seem to be the problem - its been on a steady decline from 70 minutes when the city was founded to just around 40 minutes; and almost all roads in the city are bright green - my pictures are too large to attach but I can't stress enough how many freeways are in this city - it couldn't be easier to access many of the various industrial zones, and in fact most abandoned buildings seem to be just a couple of blocks from commercial and industrial. I'm kind of out of options - does anyone know how to fix this?

My guess is that this is due to inaccessible jobs, ie some lots that provide jobs are not properly connected. In one case I had one (yes one!) inaccessible small commercial lot causing no-job zots over almost my entire R$$ area.

Okay; I tried this - and initially it worked, I dezoned any building that didn't have any workers/commuters; but after the demand restored everything seems to have gotten much worse than it was before, in terms of unemployment.

There was a post by @jeffryfisher a month or six ago which was something along the lines of: If a civic building has job openings and is closer to the residential Sims than other jobs, but is itself inaccessible then it can unleash the no job zots all over the place. (Or something like that.) I wonder if this might be occurring in your city?

In my own cities, I simply bulldoze any residential that persistently shows trouble finding work. I leave all the farms, industrial, and commercial in place even if they have no workers. Once all the lazy, non-working Sims have been zapped out of existence I'll then slowly grow more residential as close to those available jobs as possible and keep checking with the route query to see where they go. Doing this you can get an idea of what jobs they see as available. It might even be some will go to work, but not enough to sustain the residential building and then it dilapidates.

Another thing that can happen in the default game is that higher wealth residential will grow, but then there isn't enough jobs to their liking. The building degrades and gets taken over by twice as many of the next lower wealth. This can then create a burden on the city cause now there is suddenly an influx of Sims. If it's this latter thing then NKO is the solution Maxis should've included as the default setting in the game.

Depending on what custom settings you've chosen in TSCT, you can also get no-job zots when (usually poor) sims can't find public transit from home to job. Add bus stations near jobs (and residents and transit switches).

And another thing: If a bottleneck becomes saturated (at I think 300% of capacity), then further route seekers will bounce, becoming no-job zots. This can happen where you have only one overpass crossing the freeway that divides residents from jobs.

If this city has neighbor connections, then check those out to make sure traffic can flow freely and quickly, including freight. Make more connections to those neighbors if you need to, or upgrade the connecting network.

If you're using the NAM congestion view, then you need to be aware that this is based on road capacities. Streets will be already maxed out before the green changes. (I don't remember if this applies to the vanilla congestion view).

Alright - I've tried demolishing any complaining building, and or and buildings that looks to be in utter ruins - after all, we do not reward failure. It seems to work, after demolishing all the complainers, they rebuild, mostly not as mansions anymore, and demand returns to normal. However - all these new residents seem to lose their jobs after a while - not just the mansions but the medium wealth residents as well.

Another thing I've noticed, is that when the homes rebuild they aren't exactly quick off the mark - they seem to wait as empty lots for years until one mansion moves in; and then all the other lots fill out afterwards as lower class housing. It also looks like the only time demand is normal is when high wealth demand is in decline - it's increasingly likely they are to blame. All I need to know now is how, and why they like to see me suffer so much.

I am not aware of any custom settings - I'm very new to this game, I've played the most recent SimCity and SimCity 3000 a very long time ago. I mostly tried to build this town based on the design of the place I actually live - which is probably the reason it is slowly falling apart.

There is no transit in this city - there's a train that sort of loops around the outside but it doesn't seem to be used very much. I'm not sure whether this is the problem though - the low wealth sims seem to be doing alright, its only the high wealth and some of the middle class that don't seem to have work. There are some one way roads but they all link up, and I've checked to make sure people are commuting to them.

I only have one real neighbour connection; that isn't just a road out into the dust - and it is currently doing great. There's no congestion I can see on the roads. I don't have any to these fixes or things like that - I only just got this game from the App Store. I built an airport, to serve as another neighbour connection but I seriously doubt that that's working the way I think it does.

In my opinion, and in my experience, when the problem is persistent in this way, what can be wrong is the amount of a type of zoning. So, it is not enough to demolish, it is necessary to de-zoning, or, still, RE-zoning.

* There appear to be only two connections to neighbouring tiles. The more connections you make (even if to a yet-to-be-developed adjacent tile) the more demand caps you lift within your tile. I see a railway line, but I can't see if connects beyond the borders. The same applies to roads;

* Speaking of adjacent tiles, when building in one larger city tile, if you come across lots of abandonment issues, it often helps to close that city and start building on an adjacent tile. Neighbouring cities that are mostly agricultural, industrial, etc, will help balance out lumpiness in the regional demand so that you can get back to creating your main city just as you want it.

* Place your rewards. These will raise demand caps and drive growth as well as generally making the surrounding tiles more desirable (depending on the reward of course...things like the toxic waste dump are just bad news);

* If you have an area that doesn't seem to want to grow at all for long periods, then try placing a park (for residential areas) or a plaza (for commercial areas). Planting trees on the zone will also kick-start growth. Both the parks and tree planting refer to immediate up-tick of the game's aura effect.

* Depending on the infrastructure you have provided (police, fire, health and education) you may need to increase the tax rate on R$$$ to dissuade them from building in your city particularly while commercial and industrial zones stagnate.

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