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?
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?