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QuinRiva

My sims won't drive to work.

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So I have a bit of a problem with my sims being unemployed.

There are loads of offices and commercial services in my city district, but they have no workers. And most of the resisdents in my residential district all say they are unemployed. I have a masive freeway conecting the two (RHW) as well and some secondary avenues, but they still don't seem to drive to work.

I am using the Z Medium simulator.

Edit: I forgot to mention I use the Radical Automata Controller file. I don't know if that is relevant.

Unused freeways

As far as I'm aware, the commute time is base on how long it takes to get to work, and in this case it should be pretty short. As you can see, one of the freeway exits is located right at the begining of the city district.

IM_Freeway_exit.jpg

There are other exits further into the city, aswell as numerous return paths, so I can't see why the sims aren't driving to work.

On a side note, can anyone suggest how I can clean up the areas around the edges of the roads?

Grass

It would be nice if the grass wasn't so obvious, but I how do this, particularly around the curved portions of the RHW?

I am using the italia terrain mod and the jagged edges fix.

Also, I know that my city looks a bit weird with although elevated/embanked highways, but onfortuneatly due to the location of my city (a river delta, look at the mini-map) I ran into a few problems. The biggest was that I could only reduce elevation by 8m before I hit water (the terrain height is only just above seawater), furthermore going from sunken highways to ferry-passable bridges is very difficult (I actually need a further 7m elevation to create the bridges, meaning that my bridge entrance is 22m above ground level, or ~30m above sea-level.). What ever happened to the raising-bridges from SC2000?

Please consult the site rules for image size limit.

tungston

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A few ideas...

Are those the right jobs for the population? Type of population vs. type of jobs.

Do your Sims have a path to and from the jobs? And check pathing issues use the Drawpaths cheat.

Are you using the 'Z' simulator and not the 'ZP'? The 'P' version requires parking areas at destinations.

Are the No-job zots always present or do they come and go? The simulator does take some time to 'equalize'.

Also, since you're using avenues, have you placed cross-streets across the medians so Sims can get to the other sides for return trips?

Hope this is helpful...

Edit: Just noticed in your close up images that you seem to be using one side of the 4-lane RHW rather than the 2-lane. Was this by design and the other side is out of the picture or were you attempting to make 2-lane RHW? That might explain why there's no path to the jobs.


A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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    Originally posted by: CaptCity

    A few ideas...

    Are those the right jobs for the population? Type of population vs. type of jobs.

    quote>

    Yes. Most of the houses are high-wealth, although many of them have dilapidated to medium-wealth. The commercial areas in the city are primarialy High-wealth and Medium-wealth commercial offices and commercial services between the two eight-lane RHW, and low-wealth services below the freeways (near the Charring Cross station). Basically, there are all three residential wealths and all three comercial wealths.

    Originally posted by: CaptCity

    Do your Sims have a path to and from the jobs? And check pathing issues use the Drawpaths cheat.quote>

    I have checked this by driving an automata vehicle all the way to and from the residential zone and back (pressing shift to ensure that the vehicle sticks to the roads). There is actually about four different routes that can be taken each way.

    Originally posted by: CaptCity

    Are you using the 'Z' simulator and not the 'ZP'? The 'P' version requires parking areas at destinations.quote>

    I am using the Z simulator not the ZP Simulator, some sims (about 220) drive to the industrial zone that can be seen in the first image.

    Originally posted by: CaptCity

    Are the No-job zots always present or do they come and go? The simulator does take some time to 'equalize'.quote>

    There are always some no-job sots present, but they do come and go. Sometimes nearly every house will have no-job zots, but at other times it will only be a few. Mind you, the only reason that the zots disappear is because the building are abandoned due to commute time.

    Originally posted by: CaptCity

    Also, since you're using avenues, have you placed cross-streets across the medians so Sims can get to the other sides for return trips?quote>

    Yes, lot's of cross-streets, intersections and roundabouts.

    Originally posted by: CaptCity

    Edit: Just noticed in your close up images that you seem to be using one side of the 4-lane RHW rather than the 2-lane. Was this by design and the other side is out of the picture or were you attempting to make 2-lane RHW? That might explain why there's no path to the jobs.quote>

    Yes this was design as such. The following immage illustrates the return path:

    Please read my comment in your first reply, and don't post images larger than the site allows.

    tungston

    As you can see the left and right sides of the RHW-4 split as they enter the city. A large portion of the city actually lies between the two RHW-8 lanes.

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    Hmmm... Well, given your recent post, I can only think that the Sims aren't finding the jobs they're looking for (might check the demands) or the simulator just hasn't caught up yet. To be honest, I have run into the 'wandering' no-job zots before with the z-simulator before. That's why I asked about it. In my case, as I continued to develop the city, things appeared to even out and they went away as Sims found work. Though, it did take several sim-years for that to happen. Maybe some one else will come along with other suggetions...


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    In the spirit of the previous post, try saving your game then putting in on fastest speed.

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    Originally posted by: CaptCity

    Hmmm... Well, given your recent post, I can only think that the Sims aren't finding the jobs they're looking for (might check the demands) or the simulator just hasn't caught up yet. To be honest, I have run into the 'wandering' no-job zots before with the z-simulator before. That's why I asked about it. In my case, as I continued to develop the city, things appeared to even out and they went away as Sims found work. Though, it did take several sim-years for that to happen. Maybe some one else will come along with other suggetions...quote>

    I've been running the Z simulator since before I started the map and I have run it for 34 years without any change. One thing I have noticed though, is that querying my offices say that they have current jobs: 90/109. How can they have jobs filled if there is no-one commuting to the buildings?

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    Originally posted by: QuinRiva:I've been running the Z simulator since before I started the map and I have run it for 34 years without any change. One thing I have noticed though, is that querying my offices say that they have current jobs: 90/109. How can they have jobs filled if there is no-one commuting to the buildings?quote>

    It has been suggested that the first number (90 in your example) is not the number of Sims actually 'employed' on the lot but the number that could be employed with the current desirability factors in the game. The bottom number (your 109) is the highest number that could be employed based on the lot parameters when made. To find the true number of 'employees', use the Route Query tool to see how many enter the lot.

    Originally posted by: ewd76

    In the spirit of the previous post, try saving your game then putting in on fastest speed.quote>

    In my case I tried that, but the no-job zots just shifted around faster.

    Back to the original issue... You might try other forms of transportation as you build up the city to see if Sims will use it. Or you might try a different traffic simulator.


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    for one thing , is there a way for your sims to get to and from work?

    if there is a great way to work , but a poor way back. that might be the problem.

    yes , I saw that you said there were ways there and back , but your stange highways might be causing problems.

    I noticed two things about your pics , one:your highways were oddly set up...

    and two: did you even have any access to the highway , any on/off ramps?if so , were there enough?

    I saw highway accesses , but they were in the wrong places , you want to put them in the development , not in between.

    Hope this helps.


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    If this city has no neighbor connections, try bumping taxes up on your R$$$. I have had this problem in the past, and its normally the high wealth citizens who have the most difficulty finding work. Bulldozing the abandoned lots didn't seem to have much effect. The thing that equalized the demand/jobs in my starter city was bumping up taxes on R$$$ . I had to go as high as 14%, at wich point they started re-zoning R$$ and the no job zots went away. High wealth just wastes space IMO until you a huge amount of commerce / IHT to support them all.

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    I'll throw my 2cents in.  It appears to me you have a case of imbalance.  Just as C$$$, CO$$$ and I-H want R$$$ to work there they need a large % of R$$ and R$ to function properly.  You seem to have way too many R$$$ for the amount of work available to them.  You need to understand that if a business has 50 C$$$ jobs it means that like only 5 - 10 of those jobs will be for R$$$.  The rest is split between R$$ and R$. 

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

    I'm not sure if I can help you....

    PS. your sims are revenging against you...(they're not your sims anymore! muahahahahahahaha!)

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