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Freeze01

Question on workers

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Hey all,

I am working on a list with most (all I hope) buildings and how many jobs they provide, for easier/better planning.

What i found surprising is that adding say another garage to your fire stations doesnt increase the amount of work provided. (stays at 20$/6$$/0$$$)

Still need to figure out a lot of the higher density factories and commercial buildings, and whether hotels and shops provide different amounts of jobs.... but now to my question!

 

 

I have noticed that a lot of the time my cities arent filling all jobs available.

That made me wonder, is it known how many sims need to be working at say a low density factory (it provides 20$/10$$/0$$$ jobs) for the factory function?

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I would also like some clarification on workers from the devs. It seems only 10% of the population actually work so you end up with a bunch of unfilled jobs. It doesn't seem clear if there are negatives from not filling all job positions etc.

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Well if we were to look at it from a real life perspective, these are the numbers from my country 2011:

 
Age Total   78,9    78,8    79,1    78,8    77,9
15-24 yo    64,5    63,8    66,1    65,1    61,7
25-34 yo    85,7    86,2    85,3    84,9    83,9
35-44 yo    91,0    90,4    89,9    89,3    89,3
45-54 yo    87,6    87,9    87,8    88,6    87,9
55-64 yo    63,9    64,1    64,6    64,1    64,7

 

Then one would have to believe that about 78% of a population should be part of the workforce.

 

Compared to SimCity 2013, my numbers end up at about 65%.

Which in a sense, seems right, as even kids are calculated in your population, however they dont participate in schools and such, and therefor dosn't show up anywhere else...

This percentage can then be increased with education, healthcare and other infrastructure services.

 

The best city in SimCity 2013 I've seen had a 75% workforce...

 

 

I would also like some clarification on workers from the devs. It seems only 10% of the population actually work so you end up with a bunch of unfilled jobs. It doesn't seem clear if there are negatives from not filling all job positions etc.

 

Well, if you dont fill all job positions (or atleast I've found that the golden number in my cities is about 60%), then you may experience anything from abandoned shops/industry to residents leaving bc they have no money, etc...


If you expect a fast reply from me, please quote me.

- "Do not try and bend the spoon. That's impossible. Instead … Only try to realize the truth.

   Neo: What truth?
   Boy: »There is no spoon.
   Neo: »There is no spoon?

   Boy: »Then you'll see, that it is not the spoon that bends, it is only yourself."

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Well the population details tab should give you more information, perhaps something explaining why sims aren't working.

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as the city progress, population reaches around 50k and education level increased and then industries down fall due to lack of unskilled workers, how to tackle this problem?

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as the city progress, population reaches around 50k and education level increased and then industries down fall due to lack of unskilled workers, how to tackle this problem?

Try bulldozing the unskilled factories so they will be rebuilt with higher tech. You can tech up with (I believe) a Community College for Tech 2 and (for sure) a University for Tech 3.

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    as the city progress, population reaches around 50k and education level increased and then industries down fall due to lack of unskilled workers, how to tackle this problem?

    Keep a keen eye out on your population details, the advisor talks a lot of crap if you ask me...

    And keep in mind that higher density (med + high) commercial demand a whole lot of people too.

    Not to mention some of the utilities (a high school employs 320$/100$$/40$$$, which oddly is waaaaay more than a community college and the same as a universtiy!) start draining a lot of your population for jobs.

     

    And i think the utilities and specialization buildings (still have to test those) have priority over industry when it comes to the sims chosing where to work. My hunch for now is that priority goes as follows: utilities > commercial > industry. Meaning your industry gets the short end of the stick. Meaning you'll end up dozing nearly all of it away (seems that way in my towns).

     

    ----

    Seems that noone has the answer to my first question, too bad. I think I will tinker in sandbox mode in a town with a single factory, a single commercial building and keep removing residents till they complain about too little workers. That should be indicative of how many workers are required at a minum for a store/factory. Will share my findings.

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    Where do you get these numbers?


    Good ol' Liberty Islands! Someday, I'll repost my old CJ.

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    The numbers are from the details tab when you click on your population.

    Here are some examples of utilities:


    Wind Farm ($40) $20/$$6/$$$0
    Coal power plant ($25) $25/$$8/$$$0
    Oil power plant ($100) $40/$$12/$$$4
    Solar farm ($40) $20/$$4/$$$0
    Nuclear power plant ($100) $220/$$604/$$$240
    Water Tower ($100) $0/$$0/$$$0
    Water Pumping Station ($400) $80/$$40/$$$12
    Town Hall ($200) $50/$$24/$$$8
    Parks ($Varies) $5/$$2/$$$0
    Dump ($) $20/$$6/$$$0


    I think it funny that a nuclear power plant with it's tower destroyed can still employ over a thousand people to do nothing... for $100 an hour.

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    i have built a bus depot and citizens complaining not enough buses so if i build another bus depot will it help? And i have recycling plant but it cant export out the recycled plastic products. 

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