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Maksiasty

Population information (F2) LIES!

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Hi everyone,

 

Recently I decided to find the perfect balance between Residential and Commercial zones including all wealth types. To do so I was watching closely how Population information (F2) is presented and what it says. Just to give you an example I attach this file:

 

post-612269-0-86312600-1363222146_thumb.

 


It seems my citizens couldn't be happier: Everyone is employed and there are no unsatisfied shoppers. All the goods (at least in the $ sector) are sold, so the Comercial $ zones should be happy as hell, since it is this way every day.

 

BUT it is not. There are several buildings complaining about not having money (so not all of them have jobs) or lacking customers (suggesting that there were some unsold goods even in $ section). This drives me to the conclusion that the whole chart is a fake or simply doesn't work right! The happiness is way below expectations and is <65, while according to the chart it supposed to be blooming.

 

Do you have the same experience? Anyone figured out how to best handle the RCI balance and where to look for the best information?

 

I will be glad on your response and sharing your thoughts.

 

 

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What is your traffic like?

I'm pretty sure it is possible to have the following situation:

 

Person from house looks to fill a job hole. Gets stuck in traffic. Hours pass by as they drive around the city looking for an empty job. Job time finishes and everyone goes home. That guy driving around all day swaps from looking to fill a job, to looking to go home. When they find a home it reports they didn't work and have no money.

 

So whilst your population statistics say you have spare job slots, the in-game reality is a portion of your residents never find a job hole to fill in time before the job closes for the night. Same can apply with commercial shopping. Also possibly with freight.

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    So whilst your population statistics say you have spare job slots, the in-game reality is a portion of your residents never find a job hole to fill in time before the job closes for the night. Same can apply with commercial shopping. Also possibly with freight.

    I believe in that case numbers in 'unemployed' and 'unsatisfied' should be higher. If someone doesn't fit the job - he cannot be marked as 'working', but should be 'unemployed', whilst my statistics show NONE. The same is with shoppers. If someone is stuck in traffic and does not reach the store - he can't be marked as 'satisfied'. So the chart is wrong.

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    When they say they don't have money it means that you have to lower the taxes. Later on at high density anything above 7% for $, and 8% for $$ will result in : we don't have money.

     

    Some buildings take forever to accept game elements that are making the happy, or go back to normal after suffering something(tax, water, power problems). Some even get bugged and just will not see the shop next door, or the park in the back. Those you have to bulldoze.


    My YouTube channel with Cities:Skylines and SimCIty2013 videos: https://www.youtube.com/user/perafilozof

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