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prismaticmarcus

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I have one bus station in the whole city but I don't initiate all the bus routes from there. Or should I?
i like to do that too but it's unnecessary. that building's just a nice asset to use IMHO.

obviously it's a good idea to enable citizens (not cims! citizens!) to change from one public transport route to a different one.
 

grumpy-smurf

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people will happily walk surprisingly far, like 1km (the city squares are 2km x 2km).
You say that city squares are 2km x 2km, but how many of the blue blocks (see attached) is a city square in the game?
 

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Ragga Muffin

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You say that city squares are 2km x 2km, but how many of the blue blocks (see attached) is a city square in the game?
As in one of the tiles.
And that distance is total walk, so either side of transit the walk needs to be short, else they will drive
 

prismaticmarcus

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You say that city squares are 2km x 2km, but how many of the blue blocks (see attached) is a city square in the game?
dunno. count them and tell us.
 
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Fox_NS_CAN

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MarkJohnson

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Lack of workers typically means low unemployment. Make sure unemployment is 5% or higher for best results. Never let the green demand bars get above half.

Workers will walk 12 blocks (1km) before using a vehicle.

I noticed you have almost zero demands for all demand bars. This happens a lot from overzoning all zones at once. This will cause all kinds of imbalance and make it hard to tell where problems will be and why.

Those empty zoned areas with no buildings in them still count as being built, even though there is no building in there yet.

Try dezoning as much of those areas as possible until demand bars come back. It should make it more clearer what is going on.
 
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Ragga Muffin

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Lack of workers typically means low unemployment. Make sure unemployment is 5% or higher for best results. Never let the green demand bars get above half.

Workers will walk 12 blocks (1km) before using a vehicle.

I noticed you have almost zero demands for all demand bars. This happens a lot from overzoning all zones at once. This will cause all kinds of imbalance and make it hard to tell where problems will be and why.

Those empty zoned areas with no buildings in them still count as being built, even though there is no building in there yet.

Try dezoning as much of those areas as possible until demand bars come back. It should make it more clearer what is going on.
There is nothing wrong with starving industry of workers, 0% Unemployment in in most of my cities
It is an employee market vs employer market, it just means you are not at 100% efficiency with your indy
Im using indy DLC so its easier for me to leave indy staving, without my indy looking like an eyesore
Every time i build a zone, its Res now with some local shoppies. The indy sucks them up like a sponge
Frozen falls has been at 80% res demand for very long time

Inbalanced demands will often flatten out until you are left with 1 type that wont grow, the OP just has to lvl his res/build more
Empty zone surely dont count? as really high lvl buildings lower demand further as the demand is "filled" more

Empty res plots local to good work and ameanities will still grow with zero demand. Often slowly but they will grow.
This will move pop from your core zones maybe Even lvling some of them down, and that will leave you some wiggle room latter
Local shoppies also give a range of worker slots right next to res, as does small office
As the local shops grow, the indy demand grows, as indy grows res demand grows, which in turn increases commerse demand
 
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MarkJohnson

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One tile of 240x240 cells is the one highlighted in the attachment?

I have nearly completed the acquisition of a zone with 9 tiles, out of the 81 available, or am I missing something?

Correct. You got it.
 
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Ragga Muffin

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So, you reckon that when the industry is asking for workers is because I have to many high res and educated people in the cuty, but not low res/income?
PS: What does indy refer to?
low tech indy (industry) such as farming, foresting, fishing can have depopulation issues if you educate, the pop gravitates towards higher paid jobs
For the oil you have will need at least high school education
Consider placing res near your low tech indy and not educating them, (local town for local people)

Simply put, your transport links are not city wide, intergrated
You need more people, really invest in some pretty
Also in other topic you posted a pic of 4x1 star parks next to each other, make 1 park

 
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Glitcher

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low tech indy (industry) such as farming, foresting, fishing can have depopulation issues if you educate, the pop gravitates towards higher paid jobs
For the oil you have will need at least high school education
Consider placing res near your low tech indy and not educating them, (local town for local people)

Bad advice. All citizens benefit from education by polluting less and levelling up residential more. A better solution to the worker shortage is to use the industry 4.0 policy. It even works with specialized industry to be exclusively educated jobs, so you can easily attract PHD's to work on farms and mills.
 

Ragga Muffin

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Bad advice. All citizens benefit from education by polluting less and levelling up residential more. A better solution to the worker shortage is to use the industry 4.0 policy. It even works with specialized industry to be exclusively educated jobs, so you can easily attract PHD's to work on farms and mills.
Not bad advice.
Indy 4.0 is bad advice. The OP does not have a fully educated workforce
Example. If you had a lot of organic and local produce zoned, and you supplied them with wood, fish, food
And then built lots of office, or oil. You would start importing as the low tech indy depops
Watch what happens to you highway connection. watch what happens to your network when it flips direction
The OP demonstrated they are noob, indy 4.0 is a double edged sword

4.0 is great late game play, 9 tiles 80k+, when you start to run low of space.
And its when you using industry as local production (not as the primary jobs provider), because your city needs more local production for commerse
When you introduce 4.0 do so bit by bit, you cant just flip a switch on a city of 40k and just go 4.0

If you somehow did have the education on pop to support 4.0 100% then be aware the OP has a pop of 40k so thats not enough commerse yet to gooble all the goods
And to a new player that is exportcap>indy dezone>mass unemployment death spiral,
 
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Ragga Muffin

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to those that are constantly disaggreing with me
At least watch a vid before you neg it, that one was a lot easier that typing with OSKB

The things im talkin about are high end concepts of city design
You thought you knew how to play, and yet in past have demonstrated you dont grasp simple feed back loops.
Real concepts from real world have also be discussed, right now we are dicussing the transition of indy based ecconomy to a service based ecconomy
If they are beyond your understanding then that is on you,
perhaps you would like to discuss it instead of just dismissing it???
and encouraging another noob to do same, perhaps you could get some enlightentment from it also???


The OP is not ready to mess with 4.0
Their transport network wont take the production spike
Their pop is not educated enough
40k pop is not enough to buy enough stuff from commerse zones
Something 40k pop can do is bounce off cap for exports cause production doubled
The OP does not have a service based economy, 4.0 is for feeding a service based ecconomy
 
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Glitcher

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Not bad advice.
Indy 4.0 is bad advice. The OP does not have a fully educated workforce
Sorry, I was confusing Grumpy with a different player who had 77% highly educated citizens. Still, my point stands that there are better options than withholding education from citizens. Lack of workers at this stage usually means overzoning and a poor road network, the latter of which was seen in Grumpy's other thread. Fix the roads and don't let unemployment dip below 4%. It's okay to keep some percentage of the populace hungry for work as it means even educated citizens will take uneducated jobs.
 
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Ragga Muffin

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Sorry, I was confusing Grumpy with a different player who had 77% highly educated citizens. Still, my point stands that there are better options than withholding education from citizens. Lack of workers at this stage usually means overzoning and a poor road network, the latter of which was seen in Grumpy's other thread. Fix the roads and don't let unemployment dip below 4%. It's okay to keep some percentage of the populace hungry for work as it means even educated citizens will take uneducated jobs.
i spotted a getto of grumpys' behind his oil.
Use the area of getto as your pop import area, a cheap area people can move into
(my getto res is normally lvl 3 high school educated), but early on even its not worth educating all people.

Im saying just dont go through the hassle of uni educating "everybody" until you need to
And you need to when you need 4.0,
and you need 4.0 so indy doesnt troll your land space when its "feeding" the commerse that supports 120k pop
You should build 4.0 indy only when its supported and needed.
Right now its not supported (traffic), and not needed (demand of commerse not high enough at 40k)

Its about ebb and flow of economy as much as traffic, and the transition between an indy and service economy is well documented in real world also
 

grumpy-smurf

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It's only getting worse.
I built loads of uneducated low res along the oil rigs, let them be sick, but still oil industry seems to be going at a standstill.
I guess road network review is next to do.
 

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Ragga Muffin

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It's only getting worse.
I built loads of uneducated low res along the oil rigs, let them be sick, but still oil industry seems to be going at a stab=ndstill.
I guess road network review is next to do.
You tyrant, even with a hospital they probably just die
A banad of commerse separationg the res and indy, as it is for real
 
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Ragga Muffin

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