More Workers Needed (Forestry and Farms)

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DigiDave

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Hey guys, I really appreciate the help I have received here. It's really improved my games by miles!

I have my Garbage and Cemetery Issues well under control now! I can also level up industry and am good at getting the sims well educated. That said ... BOY OH BOY!!! ... Grrrrrrr ... when it comes to forestry or farming ... keeping the population in those areas dumbed down is no easy.
______________________________

What I am doing to get over the "workers needed" issue, is making a small residential areas near each farming / forestry district. I make the residential their own district, select the schools out policy and after a while I will even demolish those pesky individuals that somehow still educate themselves.

Unfortunately I am still strangling with more workers needed do to the amount of over educated workers Vs un-educated ... yet there seems to be enough un-educated workers about? It must have something to do with the roads?

OH ... I am also careful not to put in any services ... at least not near the framing/forestry residential areas. Still preplex at how some of them still lvle up though.

Would anyone care to have a look at my saved game file. I could upload it from my saved game folder and share the link. How is that done exactly? It really is very frustrating as I have over 2.5 million creds .. but don't want to move on until I learn how to solve this issue with the need for more un-educated workers. :(
______________________________________

Would love some advice on how others handle this aspect when dealing with forestry and farming.

Thx for your time guys.

Happy gaming.
 

DigiDave

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OK - I am uploading to the work shop now. I will delete it once I have received help and hopefully better understand how to deal with the Workers Needed issues as relates here.

Please keep in mind I am still very much a newbie (very slow learner) and I know there is a lot wrong with my city ... yet for me I like it bar the worker problem. If you do wish to help me regarding this issue ... could we please just focus on the forestry section with respect to workers needed. Again, I am having to continually delete the homes as they keep upskilling regardless of very little services, and policy to encourage work. I would really love to understand the process more on how to hand this issue.

Appreciate whatever help I can get.


Here is the link from the workshop upload:
https://steamcommunity.com/sharedfiles/filedetails/?id=1558775922

Cheers
~Dave ;)
 

Promethian

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Never sweat over educating. There is a lot of bad advice on this out there encouraging people to leave uneducated cims. Don't listen to it. Educated cims will take uneducated jobs. They will just be slow in taking the jobs. This isn't a big deal. Sometimes they are too slow and a zoned building will abandon but then all the other zones you put down with it will fill in with jobs and when the abandon rebuilds it'll get the workers no problem.

What are the benefits of having educated cims? First is that residential and office zones have a minimum education level of the cims assigned to them to level up. If you don't have high ed you don't get level 5. That is a severe loss. Upgraded zones pay dramatically more taxes. Educated cims also produce less crime, less garbage and reduce the chance of fires starting. Compared to the non-problem of jobs filling slowly...
 

DigiDave

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I understand what your saying. However, for me it's not just about making as much money as I can or having the biggest population I can get. Farming and forestry is an aesthetic I won't in the landscape. I will do as you suggest, and take note as to how the jobs are either filled, or requirement for demolishing is in order.

See what happens from there. I have plenty of credits to landscape and work on a new block of zoning. If you would be kind enough to stick around I'll upload my progress for feedback if you would be so kind as to take a look at my progress via the workshop. I understand if you or others are not so willing to sub my workshop share. np. All good.
 

ristosal

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Again, I am having to continually delete the homes as they keep upskilling regardless of very little services, and policy to encourage work.
This is a good example of how people misunderstand the School's Out policy. All it does is make born-and-raised citizens unlikely to get a college degree, but they're still likely to finish high school. Any adults moving in will also not go to university, and they're generally of varied education levels in an advanced city.
 

DigiDave

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Yep ... discussed this in steam as well. In the end all I had to do was focus on residential population and not build so much commercial or offices. Once I stopped doing that, it did not matter how educated they were ... the jobs eventually filled up whilst I turn my attention to teraforming and not much else. Here is the result of today's session:



 

28rommel

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DigiDave,
For a newbie, those images look pretty good for your city. Good job.
Some hints/advice:
  • Depending on what tiles you are going to buy in the future (you can own a total of 9 tiles), make sure that you plan for additional highways to run through your ever growing city (with additional on and off ramps of course). You don't want the highways too close to one another, but not too far either.
  • On your main roads (four or six lane roads), don't place one intersection too close to another intersection, as this creates problems when the road/intersection become busy with traffic later-on. In your second image, about center-right in the picture, I see three intersections that are too close to one another (I marked them with 3 yellow arrows). Here (I recommend) that you should delete the onramp where it is connected to this main road, and connect it to the southern most intersection as indicated in the image below in pink. By doing this, you eliminate the center intersection altogether, and give you more breathing-room between the two intersections that are now left.

PS: What is that building on the mountain-top surrounding by that moat of water? That is nifty.
:)

digidave 1.JPG
 
Last edited:

Fox_NS_CAN

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PS: What is that building on the mountain-top surrounding by that moat of water? That is nifty.

Prison from "After Dark". I've often built them on little islands for high security.
 

DigiDave

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I do beleive the schools out policy can help, but it's more about knowing how and when you use it in conjunction with other elements; I am still learning. Patients seems to be the key here ... population growth and picking the types of zoning with all things considered. A balancing act with many things to consider. Hitting the 3X willy nilly is not always a good move for newbies like me ... at least not until I know more than what I do currently. I do it only when I know my city is happy to be as is ... then I am still careful with how much and how fast I try to expand. I got my zoning priority out of sync with the then current demographic/pop dynamics. Something like that.

+ Roads, transport & all other things as mentioned already here and elsewhere.
___________________________


Prison from "After Dark". I've often built them on little islands for high security.

Good idea ... sounds like a plan :)
 

Promethian

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Its honestly not much of a balancing act. Services (fire, police, mass transit, etc) pay for themselves with upgraded zones. The downsides of too many people are non-existent. Yes, I am serious. I've been overpopulated to the point of having over 50% unemployment and was still budget positive and nobody was moving out because happiness stayed above the "screw this I'm leaving" threshold. So I always just stay heavy on the residential and there are no problems.
 

Turjan

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The tax income in this game comes from land value. That's one of the reasons why unemployment doesn't really matter. It also means that you can for the most part plop down whatever you want. Most buildings have an inherent value that basically means that those buildings pay for themselves. In many unique buildings, that inherent value is that large that you don't even need the upgrade effect on a surrounding neighborhood to get this effect. The economic side of gameplay is mostly non-existent. Yes, you see effects of raising or decreasing taxes, but those are short-lived, and the game will return to some new baseline that eliminates most of the short-term effects. It's as if the taxes get priced into the value that is the tax base after a while. Don't sweat it.

Regarding "not enough workers" for vanilla agriculture and forestry, that depends on the height of unemployment, as has already been said (above 6% is a good target) and partially on location. Agriculture in rather central locations is easy to keep alive. At the city edge, it's harder.
 

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... I always just stay heavy on the residential and there are no problems.

Is there not some form of requirement for people to move into the city? Especially if one has up to 50% unemployed? I only wish I could just spam residents, however they do not build like that for me unless I have met the RCI requirements. I thought that was what the Zoning Bar (RCI) was for?
 
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DigiDave

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The tax income in this game comes from land value. That's one of the reasons why unemployment doesn't really matter. It also means that you can for the most part plop down whatever you want. Most buildings have an inherent value that basically means that those buildings pay for themselves. In many unique buildings, that inherent value is that large that you don't even need the upgrade effect on a surrounding neighborhood to get this effect. The economic side of gameplay is mostly non-existent. Yes, you see effects of raising or decreasing taxes, but those are short-lived, and the game will return to some new baseline that eliminates most of the short-term effects. It's as if the taxes get priced into the value that is the tax base after a while. Don't sweat it.

Regarding "not enough workers" for vanilla agriculture and forestry, that depends on the height of unemployment, as has already been said (above 6% is a good target) and partially on location. Agriculture in rather central locations is easy to keep alive. At the city edge, it's harder.

Very interesting. Does not unemployment affect Zoning Requirements. I can't get more people to move in without creating demand? Hmmm ... I think I just answered something I am unable to express.ever mind.

I do find your information quite interesting and useful ... I will keep your post in mind the next time I am trying to meet the 'more workers needed' demand. TY.
 
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Promethian

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You can't get 50% unemployment without manipulation of some kind. You can manually tank your industry/commercial to make it happen or use the monuments to provide such extreme bonuses that it frees up a ton of employment. Building the Hadron Collider and removing all you schools is probably the easiest way to do it and not kill your city. Yes, after doing that all you can zone is commercial and industry until you get your unemployment back down.

The point I was trying to make is unemployment is not a downside. It actually reduces or removes other difficulties that people frequently bring up. I am seriously at the point where I must suppress the urge to slap my forehead with my palm every time someone makes a thread about how they can't fill out all the jobs for their zones.
 

DigiDave

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Very sorry to distress you. Feel at home to slap yourself in the face!

I no longer require your advice.

As someone learning the ropes, I'll thank the others for their tolerance.

Moving on.