City stopped growing. No RCI demand anymore.

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MarkJohnson

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I finally got abandonment of industry settled. I just plopped a trin freight depot and it cured it instantly.

The industry area got tons of happiness from it like it was a park or something.

Now industry has high demands. commerce and residential aren't growing though.
 

charlesnew

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Well. I haven't really experienced anything like this so far, but I would find it as a somewhat good challenge. Having to find your way out of this mess.
Maybe they should make it so that when there's less/no demand for anything, zones will grow very slow. They shouldn't just stop growing completely.
 

way2co0l

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I believe these periods are due to age demographics. They will eventually sort themselves out because either seniors will die off, new young people will move in, and thus new jobs will be needed, or the youngins grow into seniors resulting in you having a lack of workers and residential demand going up. You can check the information behind this by looking at the information panel to see your age demographics as well as worker information such as the number of jobs available, the number of workers currently employed, and the percentage of unemployed. Time will typically cause these groups to change which will result in demand somewhere.
 

Blue Ice

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I am having the same issue too. Plenty of job available (26% unemployment), plenty of area for RCI to develop, crime at 7, fire hazard 16%, happiness: res 88%, comm 75%, officer 96%, indus 87%. No water pollution, ground pollution only at industrial areas (across the river), traffic is managed very well (only like 4 problem areas, but no real backups), average health 74% plenty of deathcare, average noise 33%, more than enough power and water, outside connections on 3 sides. What am I missing? Have had the game sit and run at max speed for about 2 hours today and another several hours yesterday. In game the last 5-7 years have just been bouncing up and down in pop as people die off from old age and people have kids. Taxes are at 12% across the board.

11a8319415e2c28645352015f9a0e77b.jpg


Population changes
8720cc38b03285ba31b8924dad2655f0.png
 

Blue Ice

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What do your population demographics look like? Percentage of seniors/adults/young adults?

Sorry the picture was a little small.
Children: 5%
Teens: 12%
Young Adults: 19%
Adults: 40%
Seniors: 24%

Noticing my industrial sector has many unfulfilled jobs and that all my workers in the industry are over educated I cut funding to schools by 25% (now 75% funding). I saw my graduation rate for elementary, high school, and college are all at 100%. Maybe my citizens are too smart? Also I have a number of indutries with not enough raw materials. I do not understand why is that because of all the streets connect to the highways well and to the outside world. I have a seaport and train depot in the industrial sectors as well.
 

way2co0l

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It looks like you have a high number of eligible workers without enough jobs. There should be a demand for jobs, but if you're saying industry doesn't have enough raw materials, that would likely prevent your other workplaces from developing correctly as well. Do you have heavy trucks banned anywhere? That's my first guess right now. I don't believe your education is the problem as I know overeducated workers can fill those jobs. Try zoning some offices and see if that kickstarts anything. Otherwise I would advise you to see how much high density residential you're using and convert more of it to low density to encourage more families and a better age group ratio.
 

Blue Ice

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I have no heavy vehicle bans anywhere in the city. After about 20 min at high speed saw only a uneducated go down by 1% to 5% uneducated (lol). I do have a number of high rises everwhere as well as low density. I might try and demolish some high rises and see what happens. Office spaces kinda take hold but only have 6 months of in game do they start o develop and take at least a year or so to completely fill up (area about 100 square meters)
 

way2co0l

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Do you have any major traffic bottlenecks which could be stopping your industry trucks from delivering or picking up goods? I'm assuming with so many highrises that you have quite a bit of traffic tying them up, making it so they can't collect needed resources and therefor not employing enough people. Switching large portions of your high density to low density should help with the traffic while also giving more kids in the mix so fewer workers and less unemployment. That high unemployment must be leading to a pretty high crime rate as well. As least it did when mine was that high. Bring it down, get more cars off the road, get your industry back on track and your city should balance out properly once again.
 

Blue Ice

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Traffic is not a problem. I have no bottlenecks... well some but they are managed. One traffic light cycle and each side is cleared. Just cleared out about 5 NY city sized blocks of high rise residential. I dezoned in the beginning then just demolished the other half. Instead of the residents moving to another part of the cit they just left the city altogether. My population went down about 10k and none of my RCI demands have changed. I have not real problems with the basics of city problems. See my post earlier where I mentioned all this. I feel this is more of a bug than something I am doing incorrect. The city is safe and well managed who wouldn't want to live here. The only thing else I can think of is 12% but pretty much had this since 5 years after the founding of city.
 

way2co0l

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Sorry, not trying to suggest you're necessarily doing anything wrong, but gotta try to find out what's causing it if it's ever going to be corrected. Perhaps it's not gridlock causing the problem, but it could still be long travel time that's the issue. I believe each factory gets a single truck to handle its resource pickups and deliveries to commercial centers and rail/ports. Perhaps the truck is having to travel a long distance to deliver goods to commercial buildings which means it takes even longer to pick up needed resources.
 

Linotype

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I have this problem too, with a population of 130-140,000 cims. All buildings/monuments unlocked and plopped without mods (suing different cities). All people with maximum happiness, max level of education, land value at maximum. Even if i disable the monuments.

Just no commercial/industry demmand, always at zero. Only population fluctuates, es they die.

It must be demmand for population if happiness/land value is very high, even if there's not enough commercial and industrial buildings. Just people emigrate to your city if that city is desirable. Or a little margin of 10-20% "always build", even if there's o demmand.
 
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ljlee256

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I realize this is a very old thread but I'm putting my 0.02 in from my experience, it feels like it's actually a steep incline in difficulty at approximately 100k pop, and up until then the population just doesn't demand very much, I noticed my first dip at 85k, but it recovered quite quickly and I didn't even really notice it as I was busy dealing with other things, but it happened again at 110k and it hit hard, brought me all the way down to 90k ish population and my industry was flatlining as a result, it did however recover after quite some time and I just used the period in between to go through my services and reinforce them and tweak my finances a bit.

Here's a couple of points worth noting:
1: If your population begins to decline heavily don't stress about it too much, it will settle and rebound
2: If you want to continue to encourage growth it is possible, but by 120-140k pop the citizens become VERY demanding
3:Try to keep uneducated in the range of about 20%, don't give in to the demand for more schools too quickly, uneducated people are required to make light industry run and are heavily required in light commercial, and although high density commercial and offices are tempting during those "dips" in influx you will see a rather heavy die off in those zones, that and commerce needs industrial to function.
4: Don't focus too much on High Density Residential, remember to build some low density residential, personally I used those periods of outflux to build what I call "wealthy neighborhoods" which are usually attractive neighborhoods with lots of parks, fire, medical, and police coverage, as well as adequate access to education. I found that shortly after beginning to build those small "wealthy neighborhoods" I began to get my residential demand back. (If you think about it realistically, it gives people the impression that they are moving to Hollywood and not Boston, meaning they have the "hope" of striking it big one day and owning one of those mansion like homes)
5: Commercial demand is largely contingent on tourism, the more of a tourist destination you can make your city the better your commercial will do, of course losing 20% of your population in a short period of time tends to kill a lot of businesses through lack of employees, so temper the urge to build commercial a bit.
6: Don't build residential to immediately meet demand, wait for residential demand to get close to the half way mark before doing so, part of the flatline is that the high density residential structures will often be partially empty after a mass die off/exodus, so most of your new demand will be eaten up by the empty space in the already functional and not entirely abandoned buildings. It also helps having some existing residential demand as during those "die offs" the population waiting to move in will move in to replace the population that is dying off, this will dramatically reduce the negative effects of those die offs.

My only wish was that if you left the game running for long enough eventually those "die off"/"rebound" periods would level themselves out, but people just seem to continue dying in waves for eternity.
 

lowinglok

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I realize this is a very old thread but I'm putting my 0.02 in from my experience, it feels like it's actually a steep incline in difficulty at approximately 100k pop, and up until then the population just doesn't demand very much, I noticed my first dip at 85k, but it recovered quite quickly and I didn't even really notice it as I was busy dealing with other things, but it happened again at 110k and it hit hard, brought me all the way down to 90k ish population and my industry was flatlining as a result, it did however recover after quite some time and I just used the period in between to go through my services and reinforce them and tweak my finances a bit.

Here's a couple of points worth noting:
1: If your population begins to decline heavily don't stress about it too much, it will settle and rebound
2: If you want to continue to encourage growth it is possible, but by 120-140k pop the citizens become VERY demanding
3:Try to keep uneducated in the range of about 20%, don't give in to the demand for more schools too quickly, uneducated people are required to make light industry run and are heavily required in light commercial, and although high density commercial and offices are tempting during those "dips" in influx you will see a rather heavy die off in those zones, that and commerce needs industrial to function.
4: Don't focus too much on High Density Residential, remember to build some low density residential, personally I used those periods of outflux to build what I call "wealthy neighborhoods" which are usually attractive neighborhoods with lots of parks, fire, medical, and police coverage, as well as adequate access to education. I found that shortly after beginning to build those small "wealthy neighborhoods" I began to get my residential demand back. (If you think about it realistically, it gives people the impression that they are moving to Hollywood and not Boston, meaning they have the "hope" of striking it big one day and owning one of those mansion like homes)
5: Commercial demand is largely contingent on tourism, the more of a tourist destination you can make your city the better your commercial will do, of course losing 20% of your population in a short period of time tends to kill a lot of businesses through lack of employees, so temper the urge to build commercial a bit.
6: Don't build residential to immediately meet demand, wait for residential demand to get close to the half way mark before doing so, part of the flatline is that the high density residential structures will often be partially empty after a mass die off/exodus, so most of your new demand will be eaten up by the empty space in the already functional and not entirely abandoned buildings. It also helps having some existing residential demand as during those "die offs" the population waiting to move in will move in to replace the population that is dying off, this will dramatically reduce the negative effects of those die offs.

My only wish was that if you left the game running for long enough eventually those "die off"/"rebound" periods would level themselves out, but people just seem to continue dying in waves for eternity.

After playing long hr in cities, i realized RCI and money is bull shit. There is no real meaning in this. After that, I start to play the game with mod.
 

AndrewT

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