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Zhim

Problem: Industry generates no workers traffic. Is this normal?

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Hi everyone,

Last week i bought Civilization5 and was really disapointed. Feeling nostalgic, I remembered my old Sim City 4 and a urge to play again came! After 2 days of looking for my old CD I gave up and bought it on steam.

So I've installed NAM and started to play (following roughly the guide of Omnibus) but after a while my industry city seems to have problems of disappearing workers. I explain: the early building generate worker traffic and fret but the new ones are only generating fret.

Here's some pics to describe the situation:

Early building (it's in french but I think you can understand the general idea)

pic1yhb.jpg

Apparently the workers are coming by cars and some fret is made:

pic2dh.jpg

The new buildings: (same type, same number of workers)

pic3ck.jpg

Apparently no one comes to work there:

pic4lq.jpg

I don't understand why? Am I doing something wrong or is this normal?

(it's started to happen when I began my second resident city in the neighborhood of the industrial city I think)

Thanks in advance!

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This happens to me too sometimes. Usually it is because the industry is too far away from the residential area. Sometimes it just takes a while for the game to generate the traffic route that the sims are taking to and from work. Try advancing in time a little bit.

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  • Original Poster
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    I've just tried to advance a few year and then waited a bit while the game was paused (just in case)

    A few building show workers traffic now but the majority of the new part of my town is still in "only fret" mode. (and I'm not really sure but it seems that some of my older buildings are also on "only fret"

    I'll try to develop a small suburbian city next to the "Problematic only fret corner" now to see if distance is the cause.

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    While most of your sims need jobs, your jobs don't actually need sims. It isn't unusual to have one business full with workers and the one next door have a handful if any show up. As long as you have enough jobs for your sims to keep Residential demand up, you are fine. If anything, you could possible zone more Residential since you have so many excess jobs.

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    I have the same issue in my current region and as mentioned in another thread, it could be because the jobs are too far away and the sims are finding somewhere closer to work before they get there.

    Why the demand bars don't seem to shift accordingly I don't know. I have 3 full industrial tiles (2 small and 1 medium) that have 0 workers in them, yet the Industry demand bar is still up, and I'm still building away. Oh well, it lets me keep building, and it sparks residential growth when I build more Industry, so I don't really care if there are workers there or not.

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    Unemployement is endemic among the lazy Sims who won't really travel far to a job they don't really want.  Some Sims will travel across mutliple city boundaries to get to work, while others seem to be welfare bums.

    Generally, I add more residential until I get employment in all my commercial and industrial establishments.  When I get a large enough population, I start zoneing 2 x 8 lots for high-rise residential (high-density) to hasten the employment situation.

    You need somewhere around 20,000 Sims before you can get any kind of high-density lot to build much.

    If you use the route query tool to monitor employment, you can just keep building residential until you have some employment everywhere.  Often the greatest difficulty is on the farms.  The answer is to build low-density houses directly on the farm land.  The lazy sods do like to be able to walk to work.  If your education level is too high, they won't farm.


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    I've found building up a certain way helps... however don't try using this if you are nothing but urban building, which most of you are.

    Like the Nonny Moose said, there are a bunch of idiots who can't get their duffs off the couch living in your city feasting off welfare, because they can't walk across the street to the gas station to go to work.

    Usually I drag an avenue, or an NWM avenue, through a portion of the city. Then I drag RHW across the entire tile. I make this avenue go to the RHW, sometimes end in an intersection with the RHW, or sometimes use a ramp or build an interchange.

    Generally if you zone commercial along this avenue, after activiating Buggi's demand ordinance, you can zone residental behind these commercial zones, like so. X is commercial, O is Residental:

    XXXXXXXXXOOXXXXXXXXXXXXX

    XXXXXXXXXOOXXXXXXXXXXXXX

    XXXXXXXXXOOXXXXXXXXXXXXX

    XXXXXXXXXOOXXXXXXXXXXXXX

    You get the idea.

    Then once the city starts getting big enough, at the end of the avenue, I zone industry, and drag the avenue to the nearest border, and make a neighbor connection for freight. Sometimes they use RHW though.

    So then it looks like this. I is industry. I of course seperate the residental and commercial from the industry to avoid pollution, usually with trees or parks. P indicates those trees or parks.

    XXXXXXXXXOOXXXXXXXXXXXXX

    XXXXXXXXXOOXXXXXXXXXXXXX

    XXXXXXXXXOOXXXXXXXXXXXXX

    XXXXXXXXXOOXXXXXXXXXXXXX

    PPPPPPPPPPPPPPPPPPPPPP

    IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

    IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

    I have found doing something like this keeps people from complaining about commutes. At first you get the no job zot, but it goes away after awhile, when the see the work. Usually they are only commuting at the most 20 tiles.

    Also remember to keep traffic steady.

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  • Original Poster
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    Thank you all for the answers.

    I've developped the suburbs next to the industrial city, destroyed one school to limit the educationnal level of some sims and also put some R-$ in the area and the problem is shrinking.

    ...but sadly I must inform you that the beloved industrial building "Cuirve Verdeugrill 2" (built in year 21) was accidentaly destroyed while reworking a road. Luckily since there was no workers, there's no casualty!

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