For the map: Overhead screenshot of the city with the zoning info map active, or a CSL Map (it's a mod that'll make a map of your networks, buildings, etc) picture.
Another thing you could try doing with your industry is turning on the Space Planning and/or Industry 4.0 policies. Industry 4.0 effectively gives factories the same worker requirements as an equivalent office and boosts their output by 50%; ISP doubles factory output.
For reference, this is the RICO balance of the city I'm currently working on:
Now, I'm running the Transfer Manager mod, which helps with latency on the requests. That may also be something you want to look into, especially since your industry appears to be exporting lots of goods even as your commercial screams. But you *shouldn't* need as much industry as you've got.
(Also, quick note: The most effective budget point is 101%. It buys you an extra vehicle per building on any service that uses them and is 1:1 effective in terms of dollars spent to result for just general capacity increases. Going to the budgetary extremes, on the other hand, actually
increases how much you're spending for the same result; 150% spend only gets 125% capacity, and 50% spend gets you 25% capacity. Turning things on/off or building more of them are usually better ways to control budget/service balances.)
I'm not able to do an overhead shot with the zoning on, the best I can do is show you the key areas on an unbuilt version map of the map I'm using. Bear in mind this is going to be rough because I have as much talent in art as I do in naming conventions for my Cities.
1. All areas are linked via Metro and contain at least one station, and all stations are connected to each other and run through the hub.
2. The Top left island's residential is the only area that doesn't use Tram as its main Public transport.
3. Cargo hub is not working properly (doesn't receive ships (six months later I'm still waiting for someone to tell me why?))
4. All residential roads are bike roads, and several areas are linked together via pedestrian paths and bridges, and the '
Encourage Biking' Policy is active across the entire map.
5. There is a coastal tram road that runs from Cargo Hub in the North to the Residential in the south (next to the National Park) that has heavy vehicles banned. A collector runs from next to Cargo Hub (Highway exit) to the outskirts of the '
Residential (Train Station)' for heavy traffic. All my specialist industry, my unique factories, and my largest Generic industry zone run either side of that collector (but not off it).
6. All other Industrial zones are minor and designed to service their respective Residential areas. Point of note: The Office has this because it also comprises of some Residential and Commercial, it's simply predominately Office.
I can try Industry 4.0 but likely as not the issue of lacking enough materials to meet demand for goods is going to reoccur regardless. It would help greatly if the game bothered to tell me what materials the factories are missing. I could turn some of it over to eco, now I think of it, since I have a large fishing industry. Side question: Why don't Fish Markets contribute towards your Commercial? Seems like an oversight on the Dev's part.
I do have Transfer Manager but for the life of me I cannot remember how you do that. Right now I use it only to set each localised industrial area to supply outgoing goods within the district only to reduce transport times.
Dude, i miss completely, guy below corrects me, but id still say you under populated by about 50k and the rest is still relevent
No apol nessesary, im awake at strange times
Your actual zoned area by res is skewed because you use a lot of low res. I have many small rivers, rocks and waterfalls splitting thing up so i have to zone a lot of high even if a lot of it is 1x1 or 2x2. But even so, thats still a lot of res.
Well iv not unlocked my fusion plant yet, I picked up csl quite late. But ive heard it does strange things to your employment.
Murder the fusion plant, it makes your whole city educated or something like.
So your pop will all gravitate towards offices and your high level commercial, which at the fusion plant building stage the indy should be very small area, 4.0 indy
so those 3 extra fisherys wont get anything, even normally i keep areas mostly uneducated to force people to work there if i actually want anything to come out off my low tech indy, i actually just use fisherys as moving asphetics and dont care if it makes money or even produces fish
Same with offices, i actually have no idea how it makes money tbh, nor do i care. I actually just use it as asphetics and a sound buffer for my res.
So in short, everybody is working in shops to go shopping in other shops, indy dlc wont show when its under populated, id take bets that your indy would happily employ another 50k pop. And that MASSIVE amount of generic is stealing what pop you just gave the budget for in your uniques.
You MAY be able to grow into the 1/4 mil that you should have before even considering those bigger end game assets.
But i wouldnt even bother, go back to ocean generators and solar up draft, then i would go into a massive res development, swap out that low for high
Careful tho, not too fast, death wave are mostly a thing of past, so id replace 9X 4X4 with high in those sizes pocket around your city about 5 pockets per year on fast speed (not that my xbox would ever let me do that, poor thing would melt).
As I showed you the maths, the Fusion plant is by far he most efficient cost per megawatt powerplant in the game, and at 16K MW output, your city would have to be insane to run out of power, so you can always reduce the running cost and still have more than enough power you'll ever need. That's why it's the single most expensive power plant in the game. To put it in perspective it costs the same as a Nuclear Power Plant to run (10K/week) and provides 25 times the power output, or to put it another way, one Fusion plant is equal to 400 coal plants. For all intents and purposes that is infinite power. Once you unlock it, there's no reason not to. Also I only have one area on the entire map that is low density residential, everywhere else is high density, albeit most of it is low-rise.
General question to everyone, because a thought occurred to me last night that might be the answer. Are taxes based upon the level of building rather than the number of Cims? Because I tore down a bunch of level 5 buildings and even though the replacement Residential area is 50% larger, every building is level 1 and it's after doing
that that my economy goes to shit. At the very least there appears to be a correlation.