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acec

No jobs and abandonment due to commute time

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Hi

Any advice from those more experienced would be great.    I do have the NAM installed.

1) Some large residential buildings say no jobs, yet I have put in all these new zones of all different types and sizes, right next door, yet they won't work there..........or insist on travelling so far, the building ends up being abandoned due to commute.        Why won't they work next door when that is an area that has plenty of jobs?  (and the RCI says we need these industries).

2) When the building is  then abandoned, I demolish it - and either rezone or wait for a new residential to be built (and in the meantime, I add lots of new commercial close by, so they won't have a long commute when they return!!).           So the new building returns, and yet these fussy Sims insist on STILL going to the other side of town, where the exact same industry as next to them is there.

What is wrong with my sims.

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Well, they probably can't get the jobs close to them, because it's allready taken by some other people.

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I can only make a wild guess but I think:

1) You said you have put a mix off all zones togheter (industry/commercial?) right next to residential zones, right? I guess there are R$$$/R$$ who fled those buildings due to traffic noise/pollution, and lack of jobs. If you have a lot of I-D then no wealthy Sims will live there. But they will build a house first, and then abandon, IF you dont tax em out. So raise R$$$ taxes! Make sure they have a nice healthy green area to develope first, and lot of offices and I-HT jobs away from heavy industry and pollution. Untill then, stick with lower wealth sims, they dont have many demands and is easier to satisfy. Be sure to chech the demand graphs and also make sure the area is desirable for the specific wealth type BEFORE you allow them to develop.

2) You add a lot of commercial, even though you say they go to the industry on the other side of town. Well, because the industrial areas next door is employed, and they are R$ so they dont work in CO$$. MAke sure to provide your Sims with adequate jobs, remember R$$/R$$$ demands parks, schools, hospitals, police, firedept, clean air, low noise, etc etc etc to be pleased, so give them what they want, or become a R$ mayor... 2.gif

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  • Original Poster
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    Thanks for advice..............My sims who are abandoning their homes are a mix of R$ and R$$$ and I suppose I thought that the R$$$ would be overjoyed to have a nice CO$$$ so close to their residential towers, that they would work close.........but they prefer to travel all over the region and find OTHER CO$$ buildings!!        Yet have the nerve to complain about the commute time1.gif  

    I think I am going to start this whole city....again.     Cannot seem to get a decent layout which also allows me to put in great mass transit options later on.          But will save THAT issue for another post!

      

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    Posted:
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    This might not apply to you specifically, but I've had mysterious problems with abandonment in large cities where I have a good mix of jobs. Usually this is happening with R$$$ even though there are unfilled $$$ hi-tech or office buildings (ie query shows 60/90 jobs filled for a building) very close to the abandoned building (what would practically be walking distance in real life - the dream commute!). However, and I could be way off base with this, I did notice this occurs only in certain problem areas of a large city. One such area I had built was constantly abandoning and rebuilding, only to abandon again, and this was only a few tiles from the edge of the map with neighbor connections right there. That neighbor only had dirty/manufacturing jobs (I hadnt really worked on it much). Since other new residential zoning in the first city had no problem flourishing, i decided the abandoned area was attracting those weird, unexplainable sims that just love going for laps on your neighbor highways; except in my case, there were no $$$ jobs along those routes, causing them to give up after driving too far. Somebody with a better understanding might be able to go into more detail or correct me on that.

    Btw, "abandoned due to commute time" has nothing to do with how far they have to drive to work, it means they drove all over the place and never found a job at all. Commuting to nearby cities in your region ("long" commute by default) is still acceptable for sims to stay where they are already living. its a bit misleading

    I would suggest working on your neighbor cities enough that they have a reasonable amount of jobs (and pop too), and see if this eases the problem. I think there are some mechanics with the game that really stimulate growth based on development of neighbor cities connected to each other.

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    Well, I have this problem in any big block cities with mixed zones. First things first, don't demolish those abandoned buildings. It'll simply cost you more money and they'll be replaced by another building that'll be abandoned anyways. When it comes back in demand, the building will be populated again and/or be replaced automatically.

    loveangel actually had the best suggestion to build up your neighboring cities. I'll try to post a picture when I get home, but there's two cities I've made where it's all residential on one side of the river and commercial on the other. Whereas normally the sims would be whining like hell about commute time, none of them are. And ALL of them have to cross the river either by subway, bus, ferry, train, or car to get to work, all of them they have to pay for. 9.gif (I thank the rush hour tutorial for that technique) It's like they're all happy and my mayor rating is up to 90. Sometimes Simcity doesn't make a load of sense.

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    Thanks for the suggestions.  I have to admit I never have really worked on a neighbouring city, as I have so much work to do on my "main" one, so consequently, neighbouring cities are a little neglected.  I am going to pay closer attention to them right this minute!!!  I have to say, now that you have drawn my attention to it, the abandonment was only occurring in one section of this city..........

    And Splur, thanks for tip on not demolishing those abandoned buildings.  Will try to hold myself back from bulldozing!!  I love idea of having the residential/commerical separated by a river, and will start a city up with that concept very soon.

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    Posted:
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    Ya, a built up city beside (which is probably the hardest part cause you're starting from scratch, but really you only need one) really really helps.  I mean seriously, if you completely build up a city to a high happy educated population and completely neglect the one beside it, you can just go back to the neglected region and go fastest speed.  You can watch it grow by itself without complaints.

    I really don't suggest doing the residential split commercial/industrial region until you have one region beside completely built up (population of over 150k).  Otherwise it's impossible.

    whitechapel1.jpg

    This is the city, residential on one side and commercial on the other, no industrial, though that was my choice.  Only ways across are by ferry, subway, bus or tolled car.  The other city I made like this had train which they love using (all stations to capacity).

    whitechapel2.jpg

    Just the zoning.  To the right of the commercial area, so I guess west of this city, is the only region it's connected to which has a pop. of 200k.  Beside the residential area there isn't a city, they HAVE to travel to the commercial area in town.

    whitechapel3.jpg

    As you can see, commute time is long for everyone but no complaints.  It could be the mass transit system I have thoroughly placed (every other block which you really have to in a densely zoned city), but I'm not sure why they don't care anymore.  Other cities I'd have mass transit similar and they'd all throw a fit.

    Some people don't like this (building up at least) because it's unrealistic.  But look at any big city in the US, it's unusual to have a residential within a huge commercial or industrial district.

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    As i have read this, it seems no one has asked this question. Do you guys have the 2008 NAM, because i have this same problem in cities with a population over 40,000 and i have installed the NAM, and one other traffic commute fixer, and they dont conflict with each other. (I checked)???


    Currently serving as President of the Republic of Angeles and a proud member of the Council of Pandoran Nations. Long Live Human Conquest!

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    Posted:
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    Sorry, don't use NAMs. But to the OP, I just tested the theory. I built a city similar to the open I posted above except no river inbetween. And as I built the commercial zones closer and closer to the residential, I came into more and more problems with people leaving their buildings due to commute time. It might be a glitch in the simcity logic system, though I guess you can argue that if everyone has to travel far... you got little to complain about. 3.gif

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  • Original Poster
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    Hi,

    Yes, I do use NAM and CAM (and anything else I see that makes the game more enjoyable!!  I stopped playing this game years ago because it got a little dull, but now rediscovered it thanks to sites such as these which have opened a whole new world!).     But still with the NAM I have issues with commute and abandonment , but probably more due to my incredible uselessness at correct zoning.

    Thanks Splur for those screen shots - am working on 2 cities now and hoping for better results this time around.     In your city, when they asked for industrial, did you just raise taxes so high so they stopped asking, or totally ignored their needs, or was a neighbouring city predominantly industrial?

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    Posted:
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    I completely ignored them. It's more of a preference, I know how to deal with commercial-residential cities.

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    I realize this thread has been quiet for over a week, but the likely problem has yet to be mentioned here.

    Since the problem seems to be primarily with R$$$ sims, it is most likely that there were too many of them. Without modding certain specific parts of the game, R$$$ sims move into cities in far greater numbers than the available jobs can support. Newer players often mistakenly assume that all jobs in Co$$$ buildings are for R$$$ sims, and the same for IHT. But Co$$$ buildings only supply 15% of their jobs to R$$$ sims, and Co$$ and IHT only have 10% R$$$ jobs. So if you have a building that contains 2000 R$$$ sims, and we assume that roughly half of them are looking for work (which is typical for SC4), you need 1000 R$$$ level jobs. This would require 10,000 total IHT or Co$$ jobs, since only 10% per building are for R$$$ sims. The other 9000 are intended for R$ and R$$ sims. With Co$$$, it would require a total of about 6700 jobs to get the needed 1000 R$$$ ones. Again, the other 5700 would go to R$ and R$$ sims. Since the unmodded simulator allows far too many R$$$ sims to move in, their job supply is usually severely lacking. The abandoment problem arises for most players when R$$$ sims reach the point where they make up more than 20-25% of the total population, regardless of total city size.

    Careful management of the R$$$ population through high taxes makes it possible to avoid ever seeing an abandoned or distressed R$$$ building. I allow just enough of them in to take up the available high wealth jobs, and then I raise their taxes to the point where R$$$ demand goes either neutral or even slightly negative.

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    I have a related problem in one of my cities. There is no demand for industrial or commercial, but really high demand for R$. Still, no-job zots popped up on a bunch of low wealth houses. I know this is not due to commute time because I have every commute time reducer in the NAM. It must be due to lack of jobs. The thing is, how do create jobs without demand for I and C? Or how do I raise that demand before all those places get abandoned?

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    Posted:
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    How's your education Lampala? It should be around 100-120 in the graphs.

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    i wasnt not aware of that at all toroca

    now it finally makes sense to me thanks

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    Just send a meteor into the heart of your city, that will shut those goofy Sims up!16.gif

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    actually this is a simple task to overcome....commercial offices or shops only can only grow outer or beside main,busy and near border roads coz mainly motorists will stop by near offices or shops that are near to a busy road and it will be hard to be abandoned...residential should be place inner....and it SHOULDN'T BE place near INDUSTRIAL ZONES....they will be abandoned due to high pollution coz by near industrial lots...and mainly traffic noise...

    try it....

    IT REALLY WORKS!!!

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    to Lampala...education is also one of the most important thing to get more high wealth residence....and when high wealth residence is becoming more populated...more high rises will be constructed by them...

    less buildings will be abandoned....and more job opportunities than your residential demand will appear and more people from your other state will flock into that city...

    then only your residential demand will rise higher due to more job opportunities...

    and school is the one who is making your land value higher and more desirable!!!

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  • Original Poster
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    Toroca, thanks for your detailed info on this problem. Will have to print out your answer and study it! I truly had no idea that this game was so complex. I have mistakenly assumed what you wrote - that $$$R Sims take $$$CO jobs. I have so much to learn.........

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    You're welcome, acec. This is something that we grappled with years ago when the game was still new until we finally figured out what the issue was. It was a combination of factors, but the key to it was knowing there's a wealth spread in the employers. Once it became a little more common knowledge that only 15% of Co$$$ jobs and 10% of Co$$ and IHT jobs are for the R$$$ sims, it became clear, and that also explains the "safe" percentage of R$$$ population being around 20-25% for most players.

    What works best for me is to keep R$$$ tax levels just at the point where there's no demand for them, and leave R$ and R$$ taxes at normal levels. Unlike many players, I do NOT tax R$ sims out of my cities; there are jobs for them in every single type of employer. If you have a good education system and good services like police, fire, and health care, the vast majority of R$ sims will convert into R$$ sims on their own, without further intervention from you. I also usually end up with a few large R$ apartment structures, rather than endless rows of low wealth houses. I haven't updated it for quite a while, but if you look at my city journal, especially in the later chapters, you can spot some low wealth apartment towers in among the medium and high wealth ones in my region's downtown core city. http://www.ussdragonstar.com/simcity4/cityjournal/hawaiisaga/index.html They don't detract from the rest of the city as some people believe. If you don't know they're there, it's easy to overlook them.

    I achieve best results when the majority of my residents are R$$ sims, because R$$ sims pay almost as much in taxes as do R$$$ sims, and they're not NEARLY as picky. R$$$ sims can be hard to keep in place if there's the slightest thing wrong in their area; R$$ sims will overlook all but the most serious issues if you've provided good services and such. R$$ sims are also pretty much the easiest to employ - with the exception of a couple of the low wealth employer types like Dirty Industry, every type of employer provides R$$ jobs. Indeed, some provide LOTS of them; IHT jobs are 80% R$$. Co$$$ jobs are 65% R$$, and Co$$ are 50% R$$. In a well-educated city, those three employer types will be by far the most numerous, and the majority of their jobs are for the middle class.

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    I realise this thread hasn't been active for a while but I've got a similar problem:

    My city does not attract any R$$$ whatsoever and as a result I think no R$$ or R$$$ offices.

    When I discovered this problem in one city I checked in others and there was the same problem occuring. the RCI shows that R$$$ is -3000. Health and education are very high and still I only get R$$ and R$. Not polluted at all either.

    I deinstalled installed NAM and still same problem occurs. Any ideas?

    I use Simcity 4 + Rush hour and have had numerous little plugins installed for a long while without any problems occuring.

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    I've never ever had a problem like the one mentioned by the OP. I build Ohio style cities (as I live here.) Clusters of small suburbs and business. I dont have the NAM or even the RushHour version and I also havent had a city that size, largest I've had was 170K. But still. I dont see how this problem occurs.

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    May I add a picture to this confusion, because me also suffers from this but i think worse. This so far has been happening with single new region i have started. It even began to take hold of my amazing glorious city that was perfect with transportation and had very short commutes. The city was 980,000 people plus. Anyway back to the problem, this was a new city i started but quit because of major problems. This is a grown neighborhood of houses, not plopped. There is also a medium size commercial district on the other side of the highway.

    DarentonPlaines-Jun15051234490197.png

    Please, please, please help. I am willing to give people my email address in order to look at my plugins folder to see if anything is messing it up. Thank you very much!!44.gif

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    Jayster... I'm not sure if this is the problem, but there's a huge wall between your neighborhood and what appears to be a large transportation route. Possibly connecting your neighborhood to that network could (and should) increase traffic flow. You could also take drastic measures, such as hooking up a subway or rail system to speedily get your commuters to a prime destination. Hope this helps...

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    Those walls are just eye candy, they wouldn't have any affect on that problem. But you are on the right track. Jayster, make sure you're roads are connected to the on/off ramps and that your rural highway bridges are going the right direction. I had a problem a while ago where my bridge had changed directions from the actual highway. It was lame. Took me 5 sim years to figure it out. Also, how many jobs are there?

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    Lets see, answers to the questions... yes they are connected to the ramps, i triple checked that4.gif, and there is a small frontage road that goes along the highway, connecting to the commercial area. There are more jobs open then there are Sims so i don't think that is a problem but like i said, it happens with all the new cities i start.

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    Very likely the residents of this neighborhood demand jobs that you haven't provided.

    It seems that most of the No Job Zots are above R$ and R$$ houses. What is the education level of this neighborhood? Education affects what kinds of job the sims demand. If it is low, R$ and R$$ generally need more CS-$ and I-D and I-M. If it is higher, CS-$$ and CO-$$ come into play.

    A screenshot of your expanded demand graph would be useful. Try zoning for the jobs in demand (you will have to check desirability to ensure that the commercial / industrial occupant type that is needed is actually built). It is also possible that you have taxed out the occupant types that are needed for this neighborhood, but that only happens if the tax rate is over 8-9%.


    My New Old City Journal {on the old CJ Forums} or {on the new CJ section}.

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    [Post inserted for SUPER SECRET reason]

    Whatever. Don't look at me. Ask my master why he wanted me to reply here with this...

    *:ninja:

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    This is a test signature...

    Cori test: Yep, I can edit it.

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