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SteveG700

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My first city is having issues at a population size of around 10,000. Seems like there is not much a player can actively do to solve them (compared to a game like, say, the Tropico series). And there is less directly informative data to actually inform a solution. Feels like voodoo management.

On the turn of a dime, Cim's across the city have decided en masse that they no longer want to work in the agriculture or forestry industry. No information explains why. I am to infer that education is the bane of blue-collar industry, as if they cannot co-exist in the same city. The nearby residential areas have long had the "schools out' policy (although I only recently built a university anyway). My industry is on the outskirts with low residential zones, and my schools are within the interior highway perimeter, but maybe they must be waling to the bus stops and then going to school. I don't know how else to actually "encourage" my cim's to not abandon critical sectors.

It may be related to another issue, which is sickness. Apparently, my city is under siege by some epidemic. Even districts near my hospital are impacted. I can't actively deploy ambulances, so I bump the health budget and wait for ambulances to do something. Looking at the information view, most of my city is well-covered by health buildings. As for identifying the root cause, I have no idea. These locations are far from polluted areas. I guess people just get sick and there's aught you can do but wait it out and pass policies banning pets and smoking.

I place a lot of areas for leisure, and nobody cares. I plop down the fantasy-themed amusement park at the heart of a tourism center with plenty of hotels, and it's lucky to get 10 visitors a week. I create a Central-Park-style high-denstiry residential zone, but nobody wants to go to the park. There are tons of leisure buildings at varying costs, but their descriptions tell me nothing of what differentiates them beyond their costs, upkeep, power consumption, and capacity (oddly, none generate noise). Do certain classes of Cims differentiated by age or wealth or zoning or resident vs. tourist status prefer certain buildings over others?
 

Sheller

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Have a look at these and see how it compares to what you're up to.

If you've got questions about the screens, let me know.
 

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ristosal

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It may be related to another issue, which is sickness. Apparently, my city is under siege by some epidemic. Even districts near my hospital are impacted. I can't actively deploy ambulances, so I bump the health budget and wait for ambulances to do something. Looking at the information view, most of my city is well-covered by health buildings. As for identifying the root cause, I have no idea. These locations are far from polluted areas. I guess people just get sick and there's aught you can do but wait it out and pass policies banning pets and smoking.
There are three sources of sickness: polluted drinking water intake, polluted ground and noise. The first one mentioned is usually the only one that can cause a citywide epidemic and often sneaks upon a newbie builder. Medical facilities treat patients but they don't remove the cause of the problem.
 

Sheller

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It's clear from your screens I know nothing about zoning
And how to lay out even basic residential areas mine are always traffic filled chaos

Well done on your city

Thank you very much.

My approach to the game has been build until an error causes a problem, examine the layout and observe what’s going wrong.

Then start a new game and build back up.

I have laid out that first $40 piece of two-way to unlock the other road types very many times.

The thing to do is abandon faulty cities and start over each time you make a breakthrough or discover the error that created the problem.
 

Sheller

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On the turn of a dime, Cim's across the city have decided en masse that they no longer want to work in the agriculture or forestry industry. No information explains why. I am to infer that education is the bane of blue-collar industry, as if they cannot co-exist in the same city. The nearby residential areas have long had the "schools out' policy (although I only recently built a university anyway). My industry is on the outskirts with low residential zones, and my schools are within the interior highway perimeter, but maybe they must be waling to the bus stops and then going to school. I don't know how else to actually "encourage" my cim's to not abandon critical sectors.?




This may have to do with the educational composition of your citizens and your workforce.

You may not have enough adults and young adults to fill all the jobs. That is too many of your cims are teens, kids, or seniors and you’ve zoned too many job openings.

Death waves give rise to the not enough workers issue too.

If your disposal facilities can’t keep up, senior’s bodies aren’t collected and young adults looking for housing leave the city, it seems.

Then +educated workers eventually move into the level 3/4 residential and your laborious industries go under staffed.

The next time you run into ‘not enough workers’ for specialized industrial, try zoning a nearby residential zone, but keep it free of schools and don’t let the buildings get beyond level 2. Give them pedestrian access and see what effect it has.

Another tip, try to conceive of zoned areas as creating pressure or vaccums, and the flow of people and cars will appear more clearly to you.

Res will flow out to Ind and Comm;
Conversely, Comm will draw in Res and Ind;
Ind will flow into Comm and outer connections;
(Its slightly more detailed with imports and refined goods in the picture, but the idea is imagine where the contents of each zone will flow given the locations of other zones and attractions around.

Lastly, don’t give into frustration. The game does provide all the context you need, but it requires testing and experimental creativity to solve the issues the builder creates.
 
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