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spaghetty

Max out job occupancy

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Right! Let me try a post once.

I have been studying some posts on job occupancy. Especially the posts of Bones1, Peorth and Keiran Halcyon are very interesting.

I have been trying to understand what type of R to stimulate in a certain area. I usually have a mixed city, with R close to C and sometimes I to especially increase my number of residents. I learn from the query tool on C & I buidlings that they are not fulfilling their max jobs. I was interested in what king of R I have to stimulate in the area to boost the number of jobs in the C or I building and let it fulfill its max number of jobs.

What I have read from the posts is that they need a mixture of R$, R$$ and R$$$, acoording to this table:

____\_Jobs Provided

Jobs_\R$___R$$__R$$$

CS$___100%_0%___0%

CS$$__68%__27%__5%

CS$$$_62%__30%__8%

CO$$__40%__50%__10%

CO$$$_20%__65%__15%

IA____100%_0%___0%

ID____100%_0%___0%

IM____50%__45%__5%

IH____10%__80%__10%

Thanks Bones1!

However the query tool does nog provide you with details on how in say a C$$$ buidling this is distributed. If the query tool tells me that the jobs are 90/100, I do not know which type of R ($, $$, $$$?) I need to stimulate. I don't think the overall demand bars will tell me this, as I believe that is city-wide and I think demand is different in certain area's of your city. The north side of the city might need R$, will the south side need R$$$.

I did follow this post:

https://www.simtropolis.com/forum/messageview.cfm?catid=38&threadid=76585&highlight_key=y&keyword1=jobs%20provided

Which basically learned me that education and wealth level walk hand in hand in whether de demand for jobs is fulfilled. Peorth argued that you can have a Phd taxi driver, but once a R$$ or R$$$, will not be a janitor (R$) anymore. So only education will not answer my problem, you will need the correct education but also the right  wealth (R$, R$$ or R$$$).

I know this is a bit trying to have a city of maximum efficiency and also RL does not work like that. But I think if several buildings in the area lack R$, you will not have much demand to grow in that area. So it will learn me that I will have to stimulate R$ in that area to stimulate overall growth. While in a different area in the same cityI will need to stimulate R$$$.

I did do some experimenting with subway's. In an R$ area with a lot of no jobs icons a provided a subway connection to a area which I suspected to have a lack in R$ and it did work. The no jobs icons disapeared and the C or I building filled up to the maximum number of jobs. However, it was a guess. Also the traffic query tool can not accurately predict what type of R works in de C or I building. I would prefer to have the correct R nearby as my commuting times would be low.

Any thoughts on this? Is there a mod? Can a Mod be constructed? Is it one of those uncertainties you will just have to manage? By the way, I have the Expanded UI mod, which is also very useful, but does not solve my problem.

Thanks in advance!

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Last Online: A long, long time ago... 
 

Welcome, Spaghetty. I don't know if this is technically correct, but this is what I see from my observations. Bones' chart seems to apply with the same breakdown proportions regardless of how many workers are actually in the building. To use the CO$$$ as an example, 20% of the workers will be R$ no matter if there are 10 workers or 500 workers. This seems to also be true even if the building doesn't have the maximum amount of job positions filled. When I'm trying to determine what I need to fill jobs in a certain area, I'll look at what type of commercial or industrial I have in the area. If, for example, I have a lot of CS$$ and CS$$$ in an area that's looking shaky, I can refer to Bones' chart (which is very accurate...he IS the king of data) and see that I'm going to need quite a few R$ workers to fill these positions, as that's what the majority of workers will be according to the chart. If I don't have a decent R$ population, I'll try to create some by zoning some more residential either nearby or in an adjoining city. If my current city is too "nice" to attract R$, I'll go to the next tile and create a new city with minimal amenities so the higher wealth classes won't move in, or find an undeveloped area of the current city, zone some residential, but not put in schools or parks. Just be sure to put in bus stops or other cheap mass transit so the R$ can get to their jobs. (They won't usually take a monorail, for example...too expensive) By using the query tool to see the number of jobs to be filled and using Bones' chart to see the breakdown, you should be able to figure out your worker needs pretty accurately. For me, that's the best method and will give you a clearer idea of what is needed that any of the other tools that are available. Used in conjunction with the graphs, data views and UI, you should be able to get it pretty tight. Hope this helps. Good luck, Spaghetty.

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Just a note lest there be misunderstanding: Although Bone1 posted the data where you copied that info (and as he mentioned in the post this was taken from) that is not his data.

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DOXXP29 makes an interesting assertion; that the wealth-type percentages are always maintained even in buildings that aren't fully occupied. So if a building is currently at only 80% capacity, that missing 20% is spread out among all wealth-types according to the set distribution. In other words, if I have plenty of R$$ for the available R$$ jobs but only enough R$ for 80% of the R$ jobs, only 80% of the R$$ jobs will be filled. Again in other words, a deficiency in any R wealth-type will directly affect employment for other wealth-types.

Is that correct?

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Last Online: A long, long time ago... 
 

I don't think that's true. Since "real occupancy" is determined by the transit simulator it's impossible for it to know the real occupancy of a building while it has yet to path every resident in the city. And since it would need that data to path each resident...

Technically it would still be possible using heuristics and multiple passes, but it seems like a big and unlikely waste of programming effort.

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Last Online: A long, long time ago... 
 

@dmrsunz: I THINK that's correct, but I make that statement based on my own observations. On example I can think of to back this up...say you have a CO$$$, you have a city with few R$$$s, but a large number of R$ and R$$. The building abandons, even though there are R$ and R$$s with no job zots. (Close enough that commute time, etc are not factors for getting to the job, etc.) Since there are actually only a few C$$$ jobs in the building, (15% or whatever), this building will abandon even though there are plenty of R$ and R$$ to fill the other levels. The building cannot run on just janitors and middle management types. Now if you bulldoze it, a C$$ will probably grow, and will get filled by the R$ and R$$ jobs. Another example I see is if you have a city with more residential than jobs, if I zone a commercial building, if, say, a CS$$$ grows, no job zots will disappear from ALL wealth levels. These observations and a few other things I've noted lead me to believe that the wealth levels are proportionate through the jobs. Also look at the dilapidation: if a C$$ doesn't have enough R$$$s to fill the jobs, it will dilapidate to a C$$, and the jobs will be filled. I don't know if I'm explaining this very well, but this is how I've come to that conclusion.

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Last Online: A long, long time ago... 
 

That's plausible, but that scenario only shows that it works from the top down - ie, CO$$$ buildings will tolerate lack of $ employees, but not of $$$ employees. That's a lot more plausible from a coding standpoint - all you need to do is path the $$$ sims first, then $$, then $.

I've never had a city short on $$$ sims, but all of mine tend to be short on $, and it doesn't seem to have any obvious ill effects. It also makes sense considering how the simulator gives preference to $$$ sims in other areas.

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I'm sorry I can't say this nicely.  This topic is pointless, because the game does most of the math for you, the demand bars tell you how much to zone

ex. 

CO$$ building with 200 jobs is built, and it requires (according to the data)

80 low wealth workers

100 middle class workers

20 high wealth workers

but my city is small and only has 100 residents

60 R$ workers

20 R$$ workers

and 20 R$$$ workers

demand for R$ zones (in the demands chart) will increase by 20

demand for R$$ zones will increase by 80

demand for R$$$ will remain unchanged

occupancy of the CO$$ building will read 100/200 and the demand bars for R$ and R$$ will increase

The demand bars do all the math and calculations for you, simply zone whatever there is the most demand for and occupancy will increase

The presented data is simply an interesting fact about how the economic simulation works

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