if there's full employment then how do new jobs get filled? mmm?I think it's like the vanilla Industry. As long as there are workers signed up, it functions.
While we're on that subject, will the frankly ridiculous target of 10% unemployment be thought about? I know it's a Scandinavian thing, but surely the ideal is to have full employment?
Shame. The climate research station in particular is tough to unlock because it requires a disproportionately high number of farms in your city. With ploppable factories taking up a sizeable portion of your industry, these unique buildings will become even more unreachable. I recommend you lower the requirements to unlock these three unique buildings in the next patch. They'll be virtually unobtainable otherwise.
Shouldn't industry areas pollute more if they're producing more once they level up?
Does that mean that workers actually have to be on site in order for the industry buildings to function?
A new regulation, there is "old town" for the road traffic, there must be another one for the buildings, "monument protection".
This would have the following effect: all buildings in the affected district would automatically be set to "Historical", if you deactivate this again, the "Historical" would also be deactivated again for all buildings in the district.
The whole thing would also have a side effect, you don't have to set 10 or 20 buildings to "Historical", but simply the whole district and remove the 2-4 buildings that should not be "Historical" by manually selecting the building.
Oh I know.
I just think the 10% model is ridiculous.
And this is a game that doesn't factor in terminal conditions and such.
This. The distance aspect is rarely mentioned, but rather centrally located agriculture with lots of people living close by and good transport connections only has problems if you are close to zero unemployment. Even cims don't like to drive for hours to a job that probably doesn't pay for the gas it takes to get there (of course, this works in a more abstract way).As for the game I don't know where that magical number comes from either. I haven't had any issues with missing workers with cities that hover around 5%. I think there's way more playing a role here, like education (they prefer something at the level they have) and distance to work. That said I don't respond to demand right away and have found that giving in to all the commercial demand is usually what hurts the industries. At least in my cities people would rather work retail than in some industry job - well, tough luck mayor is investing in new industries my sweeties! (why is there no evil smiley!)
What I don't like too much about plopped buildings (services, unique buildings, probably now the new industry) is that the employment stats are invisible.
Ah, cool, I missed that.Yeah, I miss some stats on workers in services too. The new industry buildings have those numbers visible though - at least in the district overlay thingy as it's part of leveling up. So you can see how many people work in your new oil area pretty easily. You can see it right about the TOTAL PROFIT area. (picture is from this dev diary)
the answer to 3 is taxes@co_emmi few questions if you don't mind:
- How many jobs per area unit do these new industrial areas provide? I mean, let's assume there is some map x with an island, I fill that island with the old, zonable industry and make sure those buildings mostly reach lvl 5. If I then tear that old industry down and replace it with one of the new industry areas, again filling the island and making sure that the are reaches lvl 5, does that area employ roughly equal number of people as it did before?
- Assuming the same hypotethical island, are the inter-island traffic and export- or import-related traffic going to be roughly similar with new industrial areas than they were with old, zonable industry?
- If I build those new industrial areas and unique factories, is there any reason for me to also build the old specialisations or general, mixed industry? I mean, do the old specialisations or mixed industry produce anything that the new areas or factories don't?
@co_emmi few questions if you don't mind:
- How many jobs per area unit do these new industrial areas provide? I mean, let's assume there is some map x with an island, I fill that island with the old, zonable industry and make sure those buildings mostly reach lvl 5. If I then tear that old industry down and replace it with one of the new industry areas, again filling the island and making sure that the are reaches lvl 5, does that area employ roughly equal number of people as it did before?
- Assuming the same hypotethical island, are the inter-island traffic and export- or import-related traffic going to be roughly similar with new industrial areas than they were with old, zonable industry?
- If I build those new industrial areas and unique factories, is there any reason for me to also build the old specialisations or general, mixed industry? I mean, do the old specialisations or mixed industry produce anything that the new areas or factories don't?
1) This one is a bit difficult to answer since different Industries buildings have different number of workers. So it depends what buildings you build to the area.
To gauge the (rough) variation, what sort of difference it would be if I replaced zoned industry with new buildings that provide 1) the most jobs, 2) the least jobs or 3) average amount of jobs? In all cases assuming the area made some sense afterwards, so not just stacking warehouses or something like that.
Okay. Thanks for those answers!The new Industry Areas most likely offers more jobs than the zoned industries (many zoned industry buildings have less jobs compared to the new industry buildings).
Are service buildings not supposed work without workers? As far as I know, they'll still function even when no one is working there.They work similar to service buildings so it means that people just need to be employed there.
There's also the other question I had: If you don't have to pay for raw materials from your zoned specialized industry, using those raw materials is much cheaper (no upkeep, additional tax income).There's one thing where I could see myself using the old specialisations as well would be where there's limited space. All the new buildings look to be much larger than the zoned industry, so I imagine there's situation where you have a bit of space left, but not enough for one of the new buildings. Since we can overlap the districts and the industrial areas we can just mix the buildings as there's space for it.
There's also the other question I had: If you don't have to pay for raw materials from your zoned specialized industry, using those raw materials is much cheaper (no upkeep, additional tax income).