How to stop citizen education from sending my blue-collar industries into decline?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Bahger

Private
Apr 10, 2015
12
5
I know this has been commented on before but I just want to supply a specific instance and maybe you guys can verify the nature of the problem and advise:

I built a very successful lumber industry zone, with its own regulations, etc. and before too long it was thriving, exporting a lot of its product by road. However, once my citizens became highly educated, it appears to me that the jobs in the forestry complex were hard to fill and an ugly rash of abandoned businesses occurred, followed by what appears to be a decline in exports from this business. Oddly, my generic (purple) commercial sites are now exporting very well, even though I do not think they employ any more graduates (or maybe they do...) than forestry and the farm zone I built, which I would assume is also unattractive to highly educated citizens, continues to import effectively and thrive. Can anyone explain the logic here and advise if I am doing, or interpreting, anything wrongly?

I'd like to build another lumber commercial complex on appropriate land in another region, and connect it to my first one by a train line that will go off-map, hopefully to bring trade benefits to/from my city. Before I do this, however, I'd like not to repeat any mistakes I might have made. If over-education really is the issue, is it even possible to set a low education budget by zone (I do not believe it is) and if so, this is rather cynical social engineering, isn't it? I have deliberately chosen a sustainable resource to work for the benefit of my city but how is it sustainable if education (or whatever else that I am not taking into account) appears to kill it off?

As always, many thanks for any guidance you can give me.
 

tk-093

Sergeant
9 Badges
Jan 3, 2015
82
24
  • Sword of the Stars
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
I don't think over education is a problem. Over educated people will take those jobs but I think they will leave for jobs that are more at their education level.

You need to upgrade your Forrest industry to it offers higher educated jobs. Things like parks/bus stops/fire/police/clinics will help level up those buildings and you should get jobs....

Just ones guys opinion... hopefully others will chime in.
 
  • 5
  • 1
Reactions:

tk-093

Sergeant
9 Badges
Jan 3, 2015
82
24
  • Sword of the Stars
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
Thanks! Is there an easy way I can check on the upgrade level of my lumber commerce zone (or the businesses within it)?

Yeah, just click on the business/house/office building. It will tell you what level it is on as well as what type of education jobs are available.

I think residential has 5 levels and industry has 3.. Don't quote me on that, I'm at work and don't have the game in front of me.
 

tk-093

Sergeant
9 Badges
Jan 3, 2015
82
24
  • Sword of the Stars
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
UPDATE: Forgot I had my Surface Pro 2 here with Skylines on.. I have to apologize... I didn't realize it but Forrest Industry just has one level. It can't be upgraded. Sorry for any confusion.
 
  • 3
Reactions:

Bahger

Private
Apr 10, 2015
12
5
UPDATE: Forgot I had my Surface Pro 2 here with Skylines on.. I have to apologize... I didn't realize it but Forrest Industry just has one level. It can't be upgraded. Sorry for any confusion.
No need to apologise, I really appreciate you taking the time to think about the issue.
 
  • 3
Reactions:

IVIaarten

Captain
24 Badges
Jun 13, 2012
405
146
  • Cities in Motion
  • Crusader Kings II
  • A Game of Dwarves
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Magicka
  • Cities: Skylines - Campus
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
couple of things;

-regular (generic) industry, level them up, they will require higher educated people, and provide more jobs.
-specialized industry; forestry and farming require lower educated people, ore and oil require higher, no specialized industries can level up.

Two ways to deal with forestry / farming;
- keep a bit higher unemployment rate (around 8%). Over-educated people will fill the jobs.
- keep your supply of educations a bit lower than the demand. Some people will remain uneducated. People living closer to schools will tend to get educated later/less

Good thing to remember; the 'green zone' when placing a service building does NOT show its service radius. It shows where building will get a level up effect. People will find a way to schools (by car, walking, or public transport), and service vehicles will venture further away (but it's not guaranteed they'll arrive on time / fast (especially if you have some congestion).
But in general, you don't need to cover all the buildings with all the services. The supply/demand bar is a better indicator than the 'green area' is.
 
  • 2
Reactions:

Kingman

Major
66 Badges
Mar 15, 2008
621
342
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Lost Empire - Immortals
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines - Snowfall
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - Parklife
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Victoria 2
  • 500k Club
  • Stellaris: Nemesis
  • Cities: Skylines Deluxe Edition
  • Stellaris: Ancient Relics
This is why you should always aim for a small ammount of unemployment like in real life.

A 0% unemployment rate is very bad. Ideally you might want to keep it at 5-10% depending on how big your university student body is :)
 
  • 1
Reactions:

Bahger

Private
Apr 10, 2015
12
5
Well I think I have about 5% unemployment and still nobody wants to work in the forestry industry. Unless it's a matter of balancing supply and demand for imports/exports, an aspect of the game which I still do not understand fully.
 

blackether

Recruit
48 Badges
Mar 9, 2015
4
3
  • Surviving Mars: First Colony Edition
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Steel Division: Normand 44 - Second Wave
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • BATTLETECH
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Cities: Skylines
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Hearts of Iron III
  • Magicka
  • Sword of the Stars
  • Sword of the Stars II
  • Cities in Motion 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
At this point I would just go all out trying to get as many people highly educated as possible and keeping demand for industrial and commercial up while continuing to fulfill demand for residential. You'll need to create some job scarcity by stopping from creating any new jobs and making sure only old jobs are available to be filled. You will also probably need many, many overeducated workers before they take the forestry jobs. I believe that jobs at higher level buildings and buildings with better land value will draw people away from essentially the same job in a different place.
 
  • 1
Reactions:

namuras

Private
69 Badges
Jan 19, 2012
13
3
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Imperator: Rome
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Victoria 2
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Stellaris: Necroids
  • Hearts of Iron IV: By Blood Alone
  • Surviving Mars: First Colony Edition
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Warlock 2: The Exiled
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Cities: Skylines - Snowfall
  • Knights of Pen and Paper +1 Edition
  • Pillars of Eternity
Well I think I have about 5% unemployment and still nobody wants to work in the forestry industry. Unless it's a matter of balancing supply and demand for imports/exports, an aspect of the game which I still do not understand fully.

5% is on the low end of unemployment... I have never seen it reach 0%. So having it closer to 8-10% is advisable.
 
  • 1
Reactions:

Kingman

Major
66 Badges
Mar 15, 2008
621
342
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Lost Empire - Immortals
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines - Snowfall
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - Parklife
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Victoria 2
  • 500k Club
  • Stellaris: Nemesis
  • Cities: Skylines Deluxe Edition
  • Stellaris: Ancient Relics
Exactly, when you reach 5% of unemployment is when you should zone more residential.


When you are at 10%, then build more jobs.


CIMS always take any new jobs, they just prefer taking jobs with their education level first as it is in real life :)
 
  • 1
  • 1
Reactions:

AmpsterMan

Lt. General
72 Badges
Aug 14, 2011
1.366
713
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • A Game of Dwarves
  • Europa Universalis IV
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
This seems to be the point of most confusion for this game. Cims do two things: they get educated if there is a spot opem in the school, and they go to the job that most closely fits education level. They disregard distance and procimity on both counts.

Comercial and Industrial employ higher educated individuals the higher their levels are. Specialized industry does not level up, so it never employs more educated individuals naturally but only if there is an oversupply of workers.

The only way to maintain specialized industry in a high education setting is to have an oversupply of workers compared to jobs (this is a good idea in general btw)

The other way is to limit higher education. Careful with this one though; higher level industry and comercial provide more tax income per unit sold so you will make less money than in an overeducated populace.

Stated differently, the liabilities of an overeducated, oversupplied workforce are better than the contrapositive of same.
 
  • 1
Reactions:

Sinbuster

Colonel
49 Badges
Feb 21, 2005
931
225
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
I find the low level industry jobs will fill up if I let the game run for a while. People might complain about agriculture work, industry might show the lack of employees icon, but they eventually fill up - and that's with full education coverage. I'm a slow builder (never really increase speed either) and issues of this nature tend to work themselves out over time.
 

ReginaRC

Sergeant
Apr 5, 2015
51
20
I'm another slow player and the driving force behind what gets built in my city is the unemployment levels. For some reason I never am able to get unemployment much over about 3%, sometimes it hits five or six, but as long as the buildings have workers I figure it's all okay in the end. I have thriving timber and farm areas pretty much stocked with over-qualified individuals. The farmland has been there since the start of the game but I moved the timber (and will move the farming eventually too). I just told my citizens, "Hey, guys, it's like this. You all want to buy stuff at the stores, right? Well, we don't have China here so there can't be things at the stores if you don't work the factories to produce the materials and goods to sell in the stores and I'm not building another single place of work until all these timber buildings are full." Then I waited a few weeks and sure enough, they filled up with workers.

Since then I've made a few tweaks to education too so not everyone will end up way over-qualified. There's no need for all of them to go to college, especially when they can be part of the workforce during that time. It's been working out pretty well too; I clicked on a good lot of buildings and discovered that almost no one in at least some of them was over-qualified.
 
  • 1
Reactions:

ItalianGuy

Captain
23 Badges
Mar 10, 2015
426
150
  • Europa Universalis IV: Rights of Man
  • Prison Architect
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Rule Britannia
  • Age of Wonders III
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
"Hey, guys, it's like this. You all want to buy stuff at the stores, right? Well, we don't have China here so there can't be things at the stores if you don't work the factories to produce the materials and goods to sell in the stores and I'm not building another single place of work until all these timber buildings are full."
Regina for President!