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aznshadow

Starting Out Issues

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Everytime I try and start a inter-city residential-industrial city, I always get massive No Job Zots leading to nearly 3/4th of my residential R$ to be abandoned to due commute, commute time shows around 30 - 40 when population is average 1000, since it'll spike to 2000 and drop almost to 300 or so. I'd have absolutely no industrial demand to satisfy no jobs. This is inter-city, so its network connected by avenues and highways. I use NAM and have tried reinstalling using difference settings. It makes it pretty much impossible to make a city thus unplayable. What's going on?

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Not really enough information to provide a very specific answer. Can you provide a screenshot of your situation? There could be many things wrong here... 15.gif

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  • Original Poster
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    Sure thing:

    berlin1262350726.png

    berlin1262350740.png

    finamea1feb071262350813.png

    finamea24jan07126235078.png

    Charts:

    finamea12may07126235108.png

    finamea30apr07126235101.png

    As you can see, I have alot of residential demand, and pretty much 0 industrial. The No Jobs zots you see are from res zones just recently zoned while the abandoned are previously no job zot. The Commute Time doesn't seem to make much sense as it's right there and I would expect around 10 - 20 for inter-city commute that's right next to each other.

    Remember this is just at the start meaning it's not even a 10 minute old city yet. However, I can't even get past since the residential zones don't even want to develop and gets worse as the population increases more. I know I haven't dealt with this kind of issue on my previous computers. (Note the style is following the "How to make money".

    Image size for the forum is limited to 800x600 pixels.  Please use jpg format for images posted in the forum.

    tungston

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    It would seem that your commute time is through the roof. My sims, in a metropolis, only have a commute time of 2. I never let it get to more than 2. Though desirability is good, any sim living there would have a hard time getting to work causing them to move out or look for another job. Try adding a train line and see if that reduces commute time.

    EDIT: Try to force your sims to use JUST the train by removing any road connections to the neighboring city.

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    Well, I have a really efficient transport system which is mostly because of the RHW which cuts the city into 4. A good elevated rail and subway system was a big help. Although I still get the commute time to about 4 and then I experiment until I get it just right. My cities have gone though a lot of rebuilds of the highway system.

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    Sorry to ask a "duh" question, but... that highway you have... there are entrance/exit ramps, too, right? 4.gif Just thought I'd ask, I don't see any ramps in the pictures, or are they just out-of-frame?

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    Yea if you look at the third screenshot and scroll right you can see a avenue-highway perpendicular ramp. It doesn't make much sense that a road connection directly next to each other would give such a ridiculous commute time even if it's cross-city. Is this like an issue with one of my plugins? I'm only using NAM, bridge height, RCI Query, Realistic Water Mod, and Road Top Mass Transit V3 (Which hasn't been placed in either city yet).

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    I notice that your agircultural demand is through the roof and you don't seem to have any medical or educational facilities. Unless your sims are at least a little educated, and a little healthy, they'll only be able to work in agircultural places. Sometimes you can get a few small Dirty Industries to build up, but Dirty industry, Manufacturing, and High-tech all want educated and healthy sims, its just less so for Dirty and Manufacturing.

    You could either zone for agirculture to get your economy running, or set up a couple of hospitals and elementary schools.

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    I reinstalled everything, and reapplied patches thus redid a region play city and works out fine now without giant blogs of no job zots. Agricultural is purely optional. educated and healthy sims drop Dirty Industrial demand but increase Manufacturing. I've known this to be the case since SC3000 where it was dirty and clean.

    What might have been the case awkward pathing of the highway offramps. I remember having a fire near a highway and when dispatching the fire truck would take the highway, do a funky turn off the ramp u turn, get back on the highway and simply disappear without appearing at the fire. The simulation may have been acting like such. I think NAM prioritizes highways over avenues and may have confused the pathing. Something like that anyways.

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