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negandhi

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I get that Cims die off on a regular cycle. My question is why doesn't influx + births compensate for the die off? The influx rate seems to mirror the death rate even when there's plenty of jobs available. For example in the last few years I have an employment rate between 96% and 98%, enough empty households (14028 / 16118) and plenty of jobs available (24951 / 29019 workers). Yet influx is below the death rate and the population dips and industry screams out for workers. Common sense (and real life) dictates that people should be flocking in to fill those empty households so instead of 18/21 and 19/24 it would be closer to 21/21 and 23/24.
 

LukeSurl

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My guess? Your employment rate is too *high*. Build more residential (dense AND light), and get unemployment up to 10-12%. This will give your industry a buffer to help it weather variations in the age cycles of your city.
 

LukeSurl

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But why aren't Cims moving into available households? Are there separate demands for dense and light residential like there are in SimCity?
It seems the game likes to keep a few households empty, regardless of what the player does. I assume there's a mechanical reason for this. My guess is that it likes to keep a buffer so that cims who have their houses destroyed in building projects aren't rendered homeless. I know there is a "Fill the houses" mod to remove this behaviour if you don't like it.

Regarding light and dense, I don't think there are separate demands exactly, but it seems that you get a more balanced age profile (and gentler death waves) if the city has light as well as dense residential. There's some vague text in the help the says something like "light residential attracts families, dense attracts young adults but they are less inclined to breed", and it seems that there is a higher proportion of families in my light residential zones. If your residents are having fewer than 2 kids per couple on average, you do not have a self-sustaining population and will be dependant on immigration to maintain the numbers.

If anyone from CO is reading, it would be awesome if there could be an info dump on the mechanics of the game. I'd be particularly interested in how households work - what decides where cims live, how they partner up and how they breed. Over the last month I've tried to improve the wiki with some game-mechanics info, but a there's a lot it is difficult to be sure about as things have to be inferred "experimentally" from gameplay.
 

negandhi

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A 13% vacancy rate seems high but your light/dense explanation makes sense. Thanks for that. I'll have to see how row housing population compares to typical suburban lot population. I'd be very impressed if the game was smart enough to have Cims living in 1x1 lots gravitate to industrial jobs.