Is there a way to ensure people live and work in the same district?

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GRFenrir

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Alright, so I decided to expand my city in an area close to the shipping lines and with abundant forestry resources. To this end I created a huge industrial zone, twice the size of that industrial zone in low density residential closeby with convenient pathways/walking bridges for pedestrians and with some low density commercial in between. I made sure not to build any schools here, to make sure that the people residing in this area would choose to work in forestry industry.

The problem I'm having though, is that I'm getting massive influx of educated workers from the inner city, which is probably eight times further away than my newly built residential zone, and this is clogging up traffic. Is there a way to ensure people live and work in the same district?
 

GRFenrir

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Sadly it seems not. Even deleting all connections between them won't help.

That's a shame, as of now I just don't understand the workplace priorities of the citizens. The adult population of my newly built area is roughly the same as number of workplaces in the industrial area, and my inner city population didn't have any need for industry before I started this project.
 

Walltar

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I don't know ... but can you that in reality?

You have to built your city for the people... not change the people so they live like you want them to. You now got problem you need to deal with. It will need thinking on your part to come with solution, which could be wrong. I would say you got beautiful evening before you.

First one I would do ... Connect the two with a train/metro so people do not have to use cars. Then build trnasport hub around that train/metro station so people can take a bus to get them close to where they live.

I spend like 5 hours yesterday with my big industrial zone... to making sure it is not clogged up all the time. It was beautiful.
 

GRFenrir

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I don't know ... but can you that in reality?

You have to built your city for the people... not change the people so they live like you want them to.

Well, this scenario come to mind:
- Company housing: People moving into a given district would have to work in that district in exchange for strong tax reductions, maybe even zero tax.

Removed my second suggestion, someone is having a hard time seeing my main point.
 
Last edited:

dakdak99

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It would be neat if people tried to live close-by work, as they try to do in real life (and especially if traffic is bad). You don't need to be a dictator to realize that that just makes sense. Certain neighborhoods should be low-wealth and low-education while others are full of villas.

In a way, this is related to the "Where is the middle class?" thread, which you can find here.
 

vagonite

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Sadly it seems not. Even deleting all connections between them won't help.

Ok, this is annoying, I tested plopping a school without connection to roads and my citizens got educated anyways. I can live with people not being able to get to work all the time without penalty due to
65k resident limit, but at the very least, people should not be able to get educated without any road connection whatsoever to schools.

Hopefully with the influx of money, CO will see to patching these immersion breaking issues.
 

Lord KhaZimir

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I don't know ... but can you that in reality?

You have to built your city for the people... not change the people so they live like you want them to. You now got problem you need to deal with. It will need thinking on your part to come with solution, which could be wrong. I would say you got beautiful evening before you.

Well, two scenarios come to mind:
- Company housing: People moving into a given district would have to work in that district in exchange for strong tax reductions, maybe even zero tax.
- Totalitarian directives: People would be forced by executive order from your (supposedly) totalitarian government to work in the district they live. The penalty would be a substantial happiness penalty and somewhat reduced industrial productivity.

I made this a separate suggestion thread in the suggestions forums, please leave a comment there if you would like to see this idea in the game:
http://forum.paradoxplaza.com/forum...ze-people-to-work-in-the-district-they-reside.

I guess you are looking for a North Korea mod! :p

"Congratulations comrade, you have been assigned to work in the buttons factory here and to live in the apartment building there..."

If you're looking for the totalitarian way, why not play Tropico instead of C:S. It's a fairly similar game except there's no traffic lights (in v4 at least). For baby dictators among us, a mod may be the solution but Waltar got the point... the game is about to find solutions for this kind of problem without having to cheat. What's the point to play a city builder if you can't handle traffic problems ? No disrespect here, the question is interesting.

IMHO. Make a try with the unlimited money cheat to see where you need this road and where you don't. Rince, repeat and learn how to deal with the specifics of the game. Too much complaints on this forum over traffic : f.e about people choosing the wrong line but did anyone look carefully about real-life traffic. It's far worse than in the game ! I think the devs also made the right choice by teleporting totally stuck vehicles because in cities skyline and not Sim traffic.
 

GRFenrir

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If you're looking for the totalitarian way, why not play Tropico instead of C:S. It's a fairly similar game except there's no traffic lights (in v4 at least). For baby dictators among us, a mod may be the solution but Waltar got the point... the game is about to find solutions for this kind of problem without having to cheat. What's the point to play a city builder if you can't handle traffic problems ? No disrespect here, the question is interesting.

IMHO. Make a try with the unlimited money cheat to see where you need this road and where you don't. Rince, repeat and learn how to deal with the specifics of the game. Too much complaints on this forum over traffic : f.e about people choosing the wrong line but did anyone look carefully about real-life traffic. It's far worse than in the game ! I think the devs also made the right choice by teleporting totally stuck vehicles because in cities skyline and not Sim traffic.

You seem to totally miss the point here. I offered an alternative of policies, where the first one should fit in perfectly with the game. People being incentivized to move and work in a specific location due to free housing and/or tax incentives is something that is quite widespread in our modern societies. And I'm perfectly able of "handling my traffic", but if I expand my public transport systems and massive road construction to encompass remote locations that defeats the purpose of building remote, self-sufficient farming villages both practically and aesthetically.

Not to mention, what makes sense to you of the following two scenarios:
1) Highly educated inner-city residents quitting their job(there was no industrial demand before my expansion, which I guess means there was no unemployment) to commute daily to the lumber mill 10 km away.
2) People with little, if any, education choosing to work at the lumber mill that is within walking distance.

This isn't about "playing the dictator", I just want any option no matter what it is to enforce logical choice of workplace. It's also not a complaint about the traffic system, whether or not the commuting traffic was clogging up anywhere or not would not do anything to change my main point.
 
Last edited:

MinDBlanKSCO

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You seem to totally miss the point here. I offered an alternative of policies, where the first one should fit in perfectly with the game. People being incentivized to move and work in a specific location due to free housing and/or tax incentives is something that is quite widespread in our modern societies. And I'm perfectly able of "handling my traffic", but if I expand my public transport systems and massive road construction to encompass remote locations that defeats the purpose of building remote, self-sufficient farming villages both practically and aesthetically.

Not to mention, what makes sense to you of the following two scenarios:
1) Highly educated inner-city residents quitting their job(there was no industrial demand before my expansion, which I guess means there was no unemployment) to commute daily to the lumber mill 10 km away.
2) People with little, if any, education choosing to work at the lumber mill that is within walking distance.

This isn't about "playing the dictator", I just want any option no matter what it is to enforce logical choice of workplace. It's also not a complaint about the traffic system, whether or not the commuting traffic was clogging up anywhere or not would not do anything to change my main point.

I totally agree, distance should play a factor.
 

Lord KhaZimir

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You seem to totally miss the point here. I offered an alternative of policies, where the first one should fit in perfectly with the game. People being incentivized to move and work in a specific location due to free housing and/or tax incentives is something that is quite widespread in our modern societies. And I'm perfectly able of "handling my traffic", but if I expand my public transport systems and massive road construction to encompass remote locations that defeats the purpose of building remote, self-sufficient farming villages both practically and aesthetically.

Which example of Policy in the real world do you find to "incentive" people to move and work only in specific locations ? If it is related to tax policies, it's badly working at all and should not make any difference in the game, if not I know some historic cases but the rules of the forums forbid to discuss them here. Don't feel offended, it was not my intent but it is really questionnable to find in a city builder a Policy that restrict the freedom of movement... Ask yourself why... That's why Tropico is a better suited game for such kind of directive. I agree that it shouldn't be too difficult to implement in the game but i'm strongly opposed to such a Policy and i don't want to see it in the game.

Not to mention, what makes sense to you of the following two scenarios:
1) Highly educated inner-city residents quitting their job(there was no industrial demand before my expansion, which I guess means there was no unemployment) to commute daily to the lumber mill 10 km away.
2) People with little, if any, education choosing to work at the lumber mill that is within walking distance.

Once again, that's too simple. In real life some people spend hours commuting to find a job while some won't go further than a single mile to go to work. You don't choose your job only because it's close to your home, it's only a part of the decision. In old good simcity, the citizens did choose the closest available job and this was abundantly discussed as it had it's flaws too. Let one work at the other side of the map and the other at the corner of the street, real people aren't logical, why should cims be different.

This isn't about "playing the dictator"

Sorry, it's exactly what it is. Why not a Policy restricting uneducated people to have babies ? So your city will never have level one houses or buildings for aestethic reasons of course.

You think it's a good idea and should be in the game, i think this is unacceptable and should NOT be in the game. At least in this game.

It's also not a complaint about the traffic system, whether or not the commuting traffic was clogging up anywhere or not would not do anything to change my main point.

I thought you were complaining about the traffic and i was wrong, sorry for that. It seemed logical that if you wanted to keep citizens in the same area, the main benefit was to fluidify traffic.
 

MinDBlanKSCO

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Once again, that's too simple. In real life some people spend hours commuting to find a job while some won't go further than a single mile to go to work. You don't choose your job only because it's close to your home, it's only a part of the decision. In old good simcity, the citizens did choose the closest available job and this was abundantly discussed as it had it's flaws too. Let one work at the other side of the map and the other at the corner of the street, real people aren't logical, why should cims be different.

I think that is complete nonsense. Everyone buys a house because of work location. People change job because of home location and I'm pretty sure if work wasn't available near-by damn straight you would move...
 
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Walltar

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I think that is complete nonsense. Everyone buys a house because of work location. People change job because of home location and I'm pretty sure if work wasn't available near-by damn straight you would move...

Well not in every country, some countries do not see houses as disposable like that. Some people will not move from house they lived in their whole life... Where I live most people would not really move because of a job. But moving because of a job is long distance thing... no one would move just to live 5 kilometres closer to where he works. We are talking about one 6 by 6 km city ... not a country.

But I know many people that commute about two hours every day because of work it is like 30km drive by bus plus some time to get to that bus and from that bus. So I would say that there are people that go even further every day.
 

MinDBlanKSCO

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Well not in every country, some countries do not see houses as disposable like that. Some people will not move from house they lived in their whole life... Where I live most people would not really move because of a job. But moving because of a job is long distance thing... no one would move just to live 5 kilometres closer to where he works. We are talking about one 6 by 6 km city ... not a country.

But I know many people that commute about two hours every day because of work it is like 30km drive by bus plus some time to get to that bus and from that bus. So I would say that there are people that go even further every day.

I would say that you are adding a new mechanic to the game and not something that should be inherent in it. We are playing a city builder, not a country builder. People don't drive 30km through a city to work, even if possible, it wouldn't happen.

The thing with cities is they are contained within there limits. Moving outside, although a few pixels on the screen is in real terms longer. It's a matter of scale, isn't it?

I think the key issue here is die off, kids move out, presumably to be close to work, not family. In a city everything is close by. The elders die and more people move in, again, presumably to be close to work? The game wouldn't work with entire family tree's living within the city, people die/move on/kids shoot the roost.
 
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GRFenrir

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Which example of Policy in the real world do you find to "incentive" people to move and work only in specific locations ? If it is related to tax policies, it's badly working at all and should not make any difference in the game, if not I know some historic cases but the rules of the forums forbid to discuss them here. Don't feel offended, it was not my intent but it is really questionnable to find in a city builder a Policy that restrict the freedom of movement... Ask yourself why... That's why Tropico is a better suited game for such kind of directive. I agree that it shouldn't be too difficult to implement in the game but i'm strongly opposed to such a Policy and i don't want to see it in the game.

Alright, I'll bite. I can easily think of such examples from my own country of Norway without having to "discuss forbidden historic cases"(whatever that's supposed to mean):
- One of my close friends was offered free housing and a promotion if he moved to a smaller, inland town to take a manager position.
- If you live north of a certain point in northern Troms(the second northernmost region of Norway) you get large tax benefits, to incentivize people to live there.

None of these measures restrict freedom of movement in any way. Also, I have little interest in whether 'Tropico' is a more or less suited game for being a dictator, I just want a policy which you can choose to implement or not to incentivize working within any given area. I have no idea why you would be 'strongly opposed' to having more options that obviously make sense within the context of the game.
 
Last edited:

Walltar

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Alright, I'll bite. I can easily think of such examples from my own country of Norway without having to "discuss forbidden historic cases"(whatever that's supposed to mean):
- Own of my close friends was offered free housing and a promotion if he moved to a smaller, inland town to take a manager position.
- If you live north of a certain point in northern Troms(the second northernmost region of Norway) you get large tax benefits, to incentivize people to live there.

None of these measures restrict freedom of movement in any way. Also, we're not discussing Tropico here.

Well you can already do tax benefits with districts.
 

GRFenrir

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Well you can already do tax benefits with districts.

Yes you can, but in the game this does not entail the same behavior as it would in real life. People moving into these areas will have little preference to work closeby, it seems. Also, I feel the company housing policy would be the most appropriate addition to the game.
 

Walltar

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Yes you can, but in the game this does not entail the same behavior as it would in real life. People moving into these areas will have little preference to work closeby, it seems. Also, I feel the company housing policy would be the most appropriate addition to the game.

Well I would say that it is because of we are in small city... you do not really chose location of where you live based on where you work, if you are in same city (and I mean really small city).