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#% unemployed

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Hi,

I'm wondering if there is a way to figoure out how many buildings are needed when the game tells me a certain percentage of a labor force is unemployed or has a certain percent of buildings that need labor.

For example, the game tells me that the skilled labor has 3% unemployment.  Is there a way to find out if I need to build one office or three offices to employ that 3%?

Thanks,


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You can select the jobs and vacant jobs overlay right on your screen (in the economy submenu) and buildings with unemployed citizens will be highlighted. Hope this helps 2.gif

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    I guess what I really want to know is, how many people each building employs, and how many people each residence holds. Accompany that by how the percentage system works compared to how many people each building employs and how many residents each home contains and I'd know how many buildings or homes I need to build to achieve perfect harmony in employment.

    I've looked at that overlay and for the life of me can't figure out how it's useful. I say this because it doesn't seem to matter to me as the player which homes have unemployed people and which buildings might not have full assortment of workers, because it would seem (and correct me anybody if I'm wrong here), that the people in my city jump jobs on an almost regular basis and that there is no control for me to choose where people work, so it doesn't matter to me the player where the unemployed are and or where understaffed buildings are as there is no connection to be made to place home A over there in hopes that they might take up job A 4 inches away, as they might as likely take up a position that was vacated by somebody else recently that took up a new position someplace else.

    I guess what I really need is some cold hard numbers to crunch so that I have a firm grasp on what is really going on in my city , not these overlays or percentages that they provide. Or perhaps I just need somebody to better explain how the percentage system works as for all I know it works better than having the cold hard numbers.

    It's nice that the game tells me that there is 1 or 200 people that are unemployed but without knowing how many people each building will hire, it's pretty useless data to provide. Perhaps I'm just missing where the number is provided that tells me how many people are employable at each building and how many people are capable fo living in one residential building?

    This whole thing about how a certain employment building provides "low" or "medium" employment for a particular group is totally and completely useless in my opinion.  It needs a hard number not this wishy washy low, medium, or high stuff.   I hope that this information is either displayed to the user someplace I've not looked, or that perhaps a mod can bring the true number to the surface as it must be in the game for the game to function, it can't possibly be that every building is a randomized number of people that it employs or people that live in a particular house.  Can it?

    Thanks


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    Chuck it through google translate and it works a treat.

    I've been using it for ages and now group my construction, so if I'm building a city that focusses on offices then one high density office uses x elites, y execs, z qualis, you can work out the ratio and essentially cluster all the buildings together, then just keep building in that ratio.

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