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commero

half filled comm sky-scrappers

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

once i started getin sky scrappers they were doin good, then got about 40,00 pop and they started turning dirty cuz it lost some wealth and the jobs are only half full w low traffic. all schools are good and civil ect subways bus el train aves highways and still traff low, so then just added res and im at 94,00 with no jobs added and the comm is still half empty and res$$$ is turnin dirty say traff noise loud but theres no traffic  and gettin no job lots, im using lots of cheats i admit and i also the nam 09. what setting should i pick for traff plugin when u install the mod please help thank you

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If you prefer to not use the mod, the half-filled Commercial buildings can have two causes. First, the demand for the type of commercial (Co$$, Co$$$, Cs$,$$,$$$) has sharply declined. If you've been building at a moderate pace, this is unlikely. Second, the desirability of your commercial areas may be lacking. You need the bright green for the full occupancy. Some large plazas sprinkled around your commercial sector will work wonders.

In the case of the latter, it's a dangerous situation. The demand meter seems to be based on buildings. For example, there was enough demand from the residents for a large Co$$ building just say. Once the building went up, the demand was satisfied so no newer buildings would go up. If you fail to keep the occupancy of the building high enough, you'll experience a shortage of jobs. Put another way, if all your buildings are half-filled, the demand meter will not compensate by calling for more buildings.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    thank you but there are more sims then comerical jobs and yet the comm is still half and the res has the no work zot even when the comm buildin is right across the street

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    Hi, c ommero,

    Welcome to Simtropolis.  Good thought, alpha, and another thing to do very cautiously is plopping.  Plopping commercial (industrial, too) buildings with large numbers of jobs can eat up existing demand, and take it negative.  It can also unbalance the region's demand.  Plopping can be done successfully if you keep an eye on the amount of jobs provided by the building and the demand meter.  If you plop over a grown building with a similar number of jobs, and demand has been stable beforehand, you should be all right.  Highly detailed demand info can be found in the Census Repository Facility, obtainable by registering at SC4Devotion and separately on their LEX.

    Edit: Just saw your previous post.  If you have more than enough sims for jobs, you may not have the right kind of sims.  The type that has the no job zot is not the right wealth of sim, and more than likely, it is R$$$, correct?  They tend to develop before there are the right conditions.  Your half empty buildings may have enough R$$$, but not enough of the other two wealth types.  A shortage of R$ to fill the entry level positions is a common game situation, due to upgrading of lots.  R$$ are also needed.  The solution is to limit R$$$ upgrading by taxes, using the "make historical" checkbox in the building query to keep lots from upgrading, and encouraging R$ development.  An R$ city can be developed in a separate tile if desired, and it will help stabilize region demand if fully educated.

    Enjoy the game.

    --Liv

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    When you query a commercial building, the top line is the job occupancy (i.e. 25/60). The building could hold 60 jobs as a maximum, but it's currently only offering 25 jobs. I think you're looking at this number to mean how many people are actually working there. It's the amount of people that could work there. To see if anyone is actually working there, use the route query tool. And yes, you can have plenty of commercial buildings offering jobs that aren't actually filled. As long as demand doesn't go way negative, they'll be fine.

    The R$$$ issue has been covered by Livin in Sim. I'm thinking that it's not just R$$$ who are out of work though. The demand meter called for a large commercial building, let's say 250 jobs. A 250 job building goes up. Because the desirability is not as high as it should be, only 125 jobs are offered. When you query this building it would say Current Jobs 125/250. At this point, the 250 job building has satisfied the demand (so no new buildings will go up), but is not offering enough jobs, hence the no job zots. You may be thinking that the other 125 jobs that aren't offered translate into additional demand, but it does not. You've got to fill the buildings that get built.

    Sprinkle some large plazas around your commercial areas. Look in the Co$$$ desirability data view and watch for the bright green spots. Buildings around this area should offer near the maximum jobs.

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