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Ronnix

How freight works ?

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I have a lot of commercial orders that are not filled by industries, otherwise I will get unemployment problems. It seems to me that shops can work fine without any factory that produce and send freight. Any side-effects of that ?

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The freight orders simply increases the demand for industry. So whenever you zone commercial then freight orders will increase. It does not cause unemployment. Unemployment is caused by too many workers and not enough work. So you need to find places such as C, I, or parks so the unemployed has a place to go.

 

Freight shipped to commercial from I simply satisfies the demand for freight but does not restock merchandise for your C stores. That merchandise is autofilled in the morning and evening or when the store opens. When those do fill you will get a rush of shoppers. This is why it is possible to still maintain a city just with C and no I.

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Then what is the point of having Industrial. There should be a balance between c and I

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Then what is the point of having Industrial. There should be a balance between c and I

 

I agree.. But I noticed that the more I play, the less I build industries.. As long as my shoppers are satisfied and unemployment/opened job no too high, I ignore the unfilled orders and don't add Industries.

 

You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics..

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Then what is the point of having Industrial. There should be a balance between c and I

 

In a purely RCI city, no specializations, Industry brings in very nice tax revenues.  You can also tax them very high and they will still be very profitable and happy because C provides a lot of freight orders.  It is also a nice filler for jobs.  You only need 300 workers per shift in a high density $ factory, and it will generate $1000 in tax revenues.

 

Another good reason to have I, is a pure I and R city.  Put an expo center and then a stadium in your city and all your shoppers will be satisfied while you get great culture revenues.  Steelers go to work, and then go to the game at night to relax.

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Then what is the point of having Industrial. There should be a balance between c and I

 

I agree.. But I noticed that the more I play, the less I build industries.. As long as my shoppers are satisfied and unemployment/opened job no too high, I ignore the unfilled orders and don't add Industries.

 

You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics..

The groundwork is there for I to supply C. It may be turned off right now but hopefully in the future they utilize it. But at least this way you have the choice how you want to build your city. You don't have to have industry if you don't want. For me I like to balance those freight orders and use them. As the poster said above it is a nice tax revenue. I don't know if fulfilling freight orders increases the profitability for C though. Would be nice if it did and you generate more tax revenue. Will have to look into it.

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Then what is the point of having Industrial. There should be a balance between c and I

 

I agree.. But I noticed that the more I play, the less I build industries.. As long as my shoppers are satisfied and unemployment/opened job no too high, I ignore the unfilled orders and don't add Industries.

 

You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics..

The groundwork is there for I to supply C. It may be turned off right now but hopefully in the future they utilize it. But at least this way you have the choice how you want to build your city. You don't have to have industry if you don't want. For me I like to balance those freight orders and use them. As the poster said above it is a nice tax revenue. I don't know if fulfilling freight orders increases the profitability for C though. Would be nice if it did and you generate more tax revenue. Will have to look into it.

It's work as intended, if you have C then Industry will be profitable without trade depots, if you don't have C then you can use trade depots.


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Then what is the point of having Industrial. There should be a balance between c and I

 

I agree.. But I noticed that the more I play, the less I build industries.. As long as my shoppers are satisfied and unemployment/opened job no too high, I ignore the unfilled orders and don't add Industries.

 

You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics..

The groundwork is there for I to supply C. It may be turned off right now but hopefully in the future they utilize it. But at least this way you have the choice how you want to build your city. You don't have to have industry if you don't want. For me I like to balance those freight orders and use them. As the poster said above it is a nice tax revenue. I don't know if fulfilling freight orders increases the profitability for C though. Would be nice if it did and you generate more tax revenue. Will have to look into it.

It's work as intended, if you have C then Industry will be profitable without trade depots, if you don't have C then you can use trade depots.

That isn't the problem it is that C isn't dependent on I or a source of freight. Thought C still drives demand for I. The groundwork is there for it to happen.

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Then what is the point of having Industrial. There should be a balance between c and I

 

I agree.. But I noticed that the more I play, the less I build industries.. As long as my shoppers are satisfied and unemployment/opened job no too high, I ignore the unfilled orders and don't add Industries.

 

You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics..

The groundwork is there for I to supply C. It may be turned off right now but hopefully in the future they utilize it. But at least this way you have the choice how you want to build your city. You don't have to have industry if you don't want. For me I like to balance those freight orders and use them. As the poster said above it is a nice tax revenue. I don't know if fulfilling freight orders increases the profitability for C though. Would be nice if it did and you generate more tax revenue. Will have to look into it.

It's work as intended, if you have C then Industry will be profitable without trade depots, if you don't have C then you can use trade depots.

That isn't the problem it is that C isn't dependent on I or a source of freight. The groundwork is there though for it to happen.

Why exactly should it be dependent on freight, when has it ever been dependent on freight in Sim City?  You telling me that financial planning services requires industrial freight?  Accounting services and real estate services require industrial freight?  Law offices require freight?  Give me a break man, goods don't mean microwaves and groceries, goods encompass all types of things people shop for.  I have no idea who started this rumor that Commercial is SUPPOSED to get freight shipments and the link is "BROKEN".  This was simply some rumor that someone started and it spread like wildfire.  


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Then what is the point of having Industrial. There should be a balance between c and I

 

I agree.. But I noticed that the more I play, the less I build industries.. As long as my shoppers are satisfied and unemployment/opened job no too high, I ignore the unfilled orders and don't add Industries.

 

You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics..

The groundwork is there for I to supply C. It may be turned off right now but hopefully in the future they utilize it. But at least this way you have the choice how you want to build your city. You don't have to have industry if you don't want. For me I like to balance those freight orders and use them. As the poster said above it is a nice tax revenue. I don't know if fulfilling freight orders increases the profitability for C though. Would be nice if it did and you generate more tax revenue. Will have to look into it.

It's work as intended, if you have C then Industry will be profitable without trade depots, if you don't have C then you can use trade depots.

That isn't the problem it is that C isn't dependent on I or a source of freight. The groundwork is there though for it to happen.

Why exactly should it be dependent on freight, when has it ever been dependent on freight in Sim City?  You telling me that financial planning services requires industrial freight?  Accounting services and real estate services require industrial freight?  Law offices require freight?  Give me a break man, goods don't mean microwaves and groceries, goods encompass all types of things people shop for.  I have no idea who started this rumor that Commercial is SUPPOSED to get freight shipments and the link is "BROKEN".  This was simply some rumor that someone started and it spread like wildfire.  

 

Who cares if it has never been in a past sim city. We never had to worry about a trade depots, electronics, coal, oil, etc. but we have them now. The game has changed.

 

Financial planning and service oriented C? Use your head man. Office supplies could be considered as a  use for freight. Freight does not have to mean microwaves, groceries, etc. But the game could use type of C for freight orders such as merchandise vs. service oriented commercial buildings. If you watch your stats/maps when you zone C it creates freight demand regardless of commercial service type. Even accounting buildings carry merchandise (look at your map). Industry ships to those buildings also. The mechanics are already there for I to supply C. They already do in a way.

 

IRL you cannot have a service only commercial economy without some sort of industry to supply what they need to operate. In the game that supply is created out of thin air. All I am saying is the mechanics are there to supply those needs with I and actually affect the game. Maybe to make C more profitable, or give C a more continuous supply rather than at 6 am and 6pm, or increase the amount of merchandise they carry, or whatever.

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Yea OK, in your delusional head on how this game is supposed to be, and if it isn't your way then it must be broken.  Clearly...

 

You show me where EA or Maxis says that commercial is not supposed to work without freight, then I'll take your delusions seriously...

 

This is an agent based system, and industry are agents.  If they cannot ship to global market, or to commercial they are not profitable, this is HOW IT WORKS!  Commercial requires shoppers to be profitable, that is HOW IT WORKS!

 

Only in your head does Commercial "REQUIRE" Industrial Freight.


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You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics..

 

you need 7 factories to be able to build mines/oilwells. Once you have the permission to build them you can bulldoze the factories and you will keep the permission to build the wells and mines

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Yea OK, in your delusional head on how this game is supposed to be, and if it isn't your way then it must be broken.  Clearly...

 

Quit being an a.. I didn't say it was broken nor imply that it was broken. I did suggest it may be intended. I was saying that IMO I would like to see C more dependent on I or at least I to have a larger role in C in some way. The groundwork is there in the game. You cannot deny that. It is there. THAT IS HOW IT WORKS!

 

This is an agent based system, and industry are agents.  If they cannot ship to global market, or to commercial they are not profitable, this is HOW IT WORKS!  Commercial requires shoppers to be profitable, that is HOW IT WORKS!

 

I said that I need to ship freight somewhere. I have also been saying that R creates C demand for shoppers. There is no link between C back to I as there is only one way link from I to C. The only link is that C increase freight demand and thus demand for I. R needs C because what C produces satisfies R and that is merchandise and jobs. R does not need I but I needs R. The reason R does not need I is because what I produces is not fully needed by R through C. It does satisfy jobs though.

 

Only in your head does Commercial "REQUIRE" Industrial Freight.

 

 

In the game commercial does not require freight. IT INCREASES FREIGHT DEMAND. What part of that do you not get. I believe a depot may have this effect also. Look at your pop chart under details. Zone C and watch your freight demand.

 

The designers made the game so where I supplies C with little trucks filled with their freight. That satisfies the freight demand thus satisfies the demand for I. That freight at this time has no effect on C nor the merchandise it carries. The reason why is C autofills merchandise at certain times instead thus C does not REQUIRE freight. So C demands the freight yet has no effect if satisfied or not? That is idiotic. Yet why have I ship to C in the first place if there is no effect whatsoever on C and just I. Wouldn't it be easier just require a depot which is dirt cheap? No, I believe the designers intended for a more in depth supply/demand relationship between C and I.

 

Again in real life you have to have industry for and C to exist. I don't care if it is paper, pencils, copiers, desks, carpet, building materials, etc. This version of sim city is trying simulate that the supply and demand relationship between RCI in a more in depth way. Just part of the chain is not there for whatever reason.

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You still aren't getting it, you should never be forced to build anything in this game, and you don't.  Residential provides workers and shoppers.  Does that mean you have to get commercial to satisfy those shoppers?  No way, you have options, culture specialization, parks, libraries, and of course tax revenue commercial.  Workers need jobs for money to give to the shoppers.  Commercial requires workers from residential, and in order to be profitable so that you can continue to tax them they need shoppers or tourists (both goods and hotels).  So hotels need tourists and workers, businesses need tourists or shoppers and workers.  Industry requires workers from residential, and in order to profitable so that you can continue to tax them they need to sell their freight.  Again, you have options, any many options might I add, you can add commercial which creates freight orders, or you can create a trade depot which gives options of train and boat.  You can also create an airport to ship freight, and get tourists.  

 

So here is an example: Your residents work in dirty industry to bring home money.  They have no commercial buildings to shop, but there is a stadium where they can go and spend money and make them happy.  The reason they are able to keep their jobs is because the industry is profitable by flying their freight out into the global market by airport for other cities with commercial buildings to replenish their stock.  The airport also has additional passenger terminals for tourists to come in and root for the away team at the stadium.  After the big game, they want to stay overnight because they heard about to the cool new casino that opened up, so they go to a hotel and stay the night.  Your residents work these hotels and bring home money so the shoppers can continue to root for the home team.  

 

Give it a rest, just because there is a demand for something doesn't mean you are forced to supply it.


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You still aren't getting it, you should never be forced to build anything in this game, and you don't.  Residential provides workers and shoppers.  Does that mean you have to get commercial to satisfy those shoppers?  No way, you have options, culture specialization, parks, libraries, and of course tax revenue commercial.  Workers need jobs for money to give to the shoppers.  Commercial requires workers from residential, and in order to be profitable so that you can continue to tax them they need shoppers or tourists (both goods and hotels).  So hotels need tourists and workers, businesses need tourists or shoppers and workers.  Industry requires workers from residential, and in order to profitable so that you can continue to tax them they need to sell their freight.  Again, you have options, any many options might I add, you can add commercial which creates freight orders, or you can create a trade depot which gives options of train and boat.  You can also create an airport to ship freight, and get tourists.  

 

So here is an example: Your residents work in dirty industry to bring home money.  They have no commercial buildings to shop, but there is a stadium where they can go and spend money and make them happy.  The reason they are able to keep their jobs is because the industry is profitable by flying their freight out into the global market by airport for other cities with commercial buildings to replenish their stock.  The airport also has additional passenger terminals for tourists to come in and root for the away team at the stadium.  After the big game, they want to stay overnight because they heard about to the cool new casino that opened up, so they go to a hotel and stay the night.  Your residents work these hotels and bring home money so the shoppers can continue to root for the home team.  

 

Give it a rest, just because there is a demand for something doesn't mean you are forced to supply it.

You are not forced to build anything at all. Sit there with an empty map if you would like. But you actually want to create a city you are Forced to build roads. IF you want residential then you need to build R zones. The sims that move in will only stay thus requiring some sort of income. You choose what that is parks, C, I or from another city. If you do build C then in order for C to survive you have to have R from somewhere. If you build I you must have a depot or C somewhere for it to reach maximum potential or you simply get abandoned buildings. In alot of ways the simulations does force your hand. As of now the negative impacts aren't that great. No jobs? Buildings abandon after a while. Just bulldoze and new sims move in until they are out of cash.

 

What you say about global markets. Again there is no relationship between C and it's freight demands. The depot does nothing with freight to C. Would be nice if there is no industry to have the depot import freight at a cost then ship to C. It does not. Same with air freight, cargo for seaports, etc. All that has to do with the FACT there is no relationship between C and the freight it demands and the FACT that C self generates it's goods. Why make it a demand in the first place? Even a stadium can require freight thus creating an all around supply/demand relationship. Again the mechanics are in the game but for some reason it was omitted or taken out because of one reason or another.

 

You did mention flying out freight to other cities which is fine because it can help fulfill the freight demands of that city if region play worked correctly. We have to pretend that does. But within that city it does nothing for C. It satisfies that C demand for freight but has no impact on C. We are looking at this from the point of view of C not I here. C does not have a relationship with it's freight demands thus has no relationship with the region or global markets.

 

Again I am not say you should be FORCED to supply it but would be nice to have it's freight demand be influential to C if those demands are met or not. Just like every other zone. You don't satisfy your shoppers then you have negative impact. You don't satisfy your industry then negative impact. You don't satisfy your C freight demands. It doesn't matter. Who cares. Really? Was that the way it was intended?

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You still aren't getting it, you should never be forced to build anything in this game, and you don't.  Residential provides workers and shoppers.  Does that mean you have to get commercial to satisfy those shoppers?  No way, you have options, culture specialization, parks, libraries, and of course tax revenue commercial.  Workers need jobs for money to give to the shoppers.  Commercial requires workers from residential, and in order to be profitable so that you can continue to tax them they need shoppers or tourists (both goods and hotels).  So hotels need tourists and workers, businesses need tourists or shoppers and workers.  Industry requires workers from residential, and in order to profitable so that you can continue to tax them they need to sell their freight.  Again, you have options, any many options might I add, you can add commercial which creates freight orders, or you can create a trade depot which gives options of train and boat.  You can also create an airport to ship freight, and get tourists.  

 

So here is an example: Your residents work in dirty industry to bring home money.  They have no commercial buildings to shop, but there is a stadium where they can go and spend money and make them happy.  The reason they are able to keep their jobs is because the industry is profitable by flying their freight out into the global market by airport for other cities with commercial buildings to replenish their stock.  The airport also has additional passenger terminals for tourists to come in and root for the away team at the stadium.  After the big game, they want to stay overnight because they heard about to the cool new casino that opened up, so they go to a hotel and stay the night.  Your residents work these hotels and bring home money so the shoppers can continue to root for the home team.  

 

Give it a rest, just because there is a demand for something doesn't mean you are forced to supply it.

You are not forced to build anything at all. Sit there with an empty map if you would like. But you actually want to create a city you are Forced to build roads. IF you want residential then you need to build R zones. The sims that move in will only stay thus requiring some sort of income. You choose what that is parks, C, I or from another city. If you do build C then in order for C to survive you have to have R from somewhere. If you build I you must have a depot or C somewhere for it to reach maximum potential or you simply get abandoned buildings. In alot of ways the simulations does force your hand.

 

What you say about global markets. Again there is no relationship between C and it's freight demans. The depot does nothing with freight to C. Would be nice if there is no industry to have the depot import freight at a cost then ship to C. It does not. Same with air freight, cargo for seaports, etc. Again the mechanics are in the game but for some reason it was omitted or taken out because of one reason or another. All that has to do with the FACT there is no relationship between C and the freight it demands. Even a stadium can require freight thus creating an all around supply/demand relationship.

 

So what you are saying is that you want to see an agent delivery truck and watch it go into a commercial building (already in the game), and that if you don't have industry providing these delivery trucks to your commercial, then all your commercial buildings should abandon and the business should go bankrupt with zero profitability...  Of all the things to complain about in this game...  this is the battle you choose to fight...  OK my friend whatever helps you sleep at night.


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You still aren't getting it, you should never be forced to build anything in this game, and you don't.  Residential provides workers and shoppers.  Does that mean you have to get commercial to satisfy those shoppers?  No way, you have options, culture specialization, parks, libraries, and of course tax revenue commercial.  Workers need jobs for money to give to the shoppers.  Commercial requires workers from residential, and in order to be profitable so that you can continue to tax them they need shoppers or tourists (both goods and hotels).  So hotels need tourists and workers, businesses need tourists or shoppers and workers.  Industry requires workers from residential, and in order to profitable so that you can continue to tax them they need to sell their freight.  Again, you have options, any many options might I add, you can add commercial which creates freight orders, or you can create a trade depot which gives options of train and boat.  You can also create an airport to ship freight, and get tourists.  

 

So here is an example: Your residents work in dirty industry to bring home money.  They have no commercial buildings to shop, but there is a stadium where they can go and spend money and make them happy.  The reason they are able to keep their jobs is because the industry is profitable by flying their freight out into the global market by airport for other cities with commercial buildings to replenish their stock.  The airport also has additional passenger terminals for tourists to come in and root for the away team at the stadium.  After the big game, they want to stay overnight because they heard about to the cool new casino that opened up, so they go to a hotel and stay the night.  Your residents work these hotels and bring home money so the shoppers can continue to root for the home team.  

 

Give it a rest, just because there is a demand for something doesn't mean you are forced to supply it.

You are not forced to build anything at all. Sit there with an empty map if you would like. But you actually want to create a city you are Forced to build roads. IF you want residential then you need to build R zones. The sims that move in will only stay thus requiring some sort of income. You choose what that is parks, C, I or from another city. If you do build C then in order for C to survive you have to have R from somewhere. If you build I you must have a depot or C somewhere for it to reach maximum potential or you simply get abandoned buildings. In alot of ways the simulations does force your hand.

 

What you say about global markets. Again there is no relationship between C and it's freight demans. The depot does nothing with freight to C. Would be nice if there is no industry to have the depot import freight at a cost then ship to C. It does not. Same with air freight, cargo for seaports, etc. Again the mechanics are in the game but for some reason it was omitted or taken out because of one reason or another. All that has to do with the FACT there is no relationship between C and the freight it demands. Even a stadium can require freight thus creating an all around supply/demand relationship.

 

So what you are saying is that you want to see an agent delivery truck and watch it go into a commercial building (already in the game), and that if you don't have industry providing these delivery trucks to your commercial, then all your commercial buildings should abandon and the business should go bankrupt with zero profitability...  Of all the things to complain about in this game...  this is the battle you choose to fight...  OK my friend whatever helps you sleep at night.

 

Or make them more profitable or be able to serve more shopping sims or let C fill up more frequently. Just have an effect. I mean if R does is not satisfied with jobs or parks they run out of income. Why not let C run out of products to sell. The mechanics are there for it to happen. Just either buy off global market through trade buildings or supply it with I. It really isn't that darned hard. But to have C demand freight but have no effect by what it demands...you can't tell me that was completely intentional. Then why have the mechanics in place.

 

Really? You are fighting with me over this? Wow...way to choose YOUR battles :lol: . Especially telling me that this fight isn't worth fighting yet you are here fighting about it. I tell you my friend...that is idiotic :P !

 

Remember you are the one that came here fighting and making rude comments. I made an observation and provided  some ideas for solutions to make the game better. There are plenty of other things wrong with the game. You are the one fighting the solutions and ignoring the fact that the mechanics of the game is omitting the relationship between C and it's freight demands. Ignorance is bliss I guess my friend. I guess if it makes you happy.

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You still aren't getting it, you should never be forced to build anything in this game, and you don't.  Residential provides workers and shoppers.  Does that mean you have to get commercial to satisfy those shoppers?  No way, you have options, culture specialization, parks, libraries, and of course tax revenue commercial.  Workers need jobs for money to give to the shoppers.  Commercial requires workers from residential, and in order to be profitable so that you can continue to tax them they need shoppers or tourists (both goods and hotels).  So hotels need tourists and workers, businesses need tourists or shoppers and workers.  Industry requires workers from residential, and in order to profitable so that you can continue to tax them they need to sell their freight.  Again, you have options, any many options might I add, you can add commercial which creates freight orders, or you can create a trade depot which gives options of train and boat.  You can also create an airport to ship freight, and get tourists.  

 

So here is an example: Your residents work in dirty industry to bring home money.  They have no commercial buildings to shop, but there is a stadium where they can go and spend money and make them happy.  The reason they are able to keep their jobs is because the industry is profitable by flying their freight out into the global market by airport for other cities with commercial buildings to replenish their stock.  The airport also has additional passenger terminals for tourists to come in and root for the away team at the stadium.  After the big game, they want to stay overnight because they heard about to the cool new casino that opened up, so they go to a hotel and stay the night.  Your residents work these hotels and bring home money so the shoppers can continue to root for the home team.  

 

Give it a rest, just because there is a demand for something doesn't mean you are forced to supply it.

You are not forced to build anything at all. Sit there with an empty map if you would like. But you actually want to create a city you are Forced to build roads. IF you want residential then you need to build R zones. The sims that move in will only stay thus requiring some sort of income. You choose what that is parks, C, I or from another city. If you do build C then in order for C to survive you have to have R from somewhere. If you build I you must have a depot or C somewhere for it to reach maximum potential or you simply get abandoned buildings. In alot of ways the simulations does force your hand.

 

What you say about global markets. Again there is no relationship between C and it's freight demans. The depot does nothing with freight to C. Would be nice if there is no industry to have the depot import freight at a cost then ship to C. It does not. Same with air freight, cargo for seaports, etc. Again the mechanics are in the game but for some reason it was omitted or taken out because of one reason or another. All that has to do with the FACT there is no relationship between C and the freight it demands. Even a stadium can require freight thus creating an all around supply/demand relationship.

 

So what you are saying is that you want to see an agent delivery truck and watch it go into a commercial building (already in the game), and that if you don't have industry providing these delivery trucks to your commercial, then all your commercial buildings should abandon and the business should go bankrupt with zero profitability...  Of all the things to complain about in this game...  this is the battle you choose to fight...  OK my friend whatever helps you sleep at night.

 

Or make them more profitable or be able to serve more shopping sims or let C fill up more frequently. Just have an effect. I mean if R does is not satisfied with jobs or parks they run out of income. Why not let C run out of products to sell. The mechanics are there for it to happen. Just either buy off global market through trade buildings, supply it with I, or get it from another city in the region. It really isn't that darned hard. But to have C demand freight but have no effect by what it demands...you can't tell me that was completely intentional. Then why have the mechanics in place.

 

Really? You are fighting with me over this? Wow...way to choose YOUR battles :lol: . Especially telling me that this fight isn't worth fighting yet you are here fighting about it. I tell you my friend...that is idiotic :P !

 

There are plenty of other things wrong with the game. I was pointing out the fact that the mechanics of the game is omitting the relationship between C and it's freight demands which is a HUGE aspect of zone relationships and regional/global markets. Ignorance is bliss my friend. I guess if it makes you happy.

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I don’t know why ya’ll are fighting.

 

All kgpurrs seems to be saying is – you’re probably better off playing the game the way the game currently wants to be played, not the way you think it should be played. It may not be what you had expected, but there’s still plenty of freedom and depth to be had.

 

All Epic-Nemesis seems to be saying is that the foundation for some sort of a mechanic where I in some way influences C is already in place. Having I increase the number of goods available at C (beyond the current number that’s automatically restocked at the start of each shift) would certainly help the game as a whole by a). freeing up a portion of the work force that would otherwise be employed in C and b). rewarding the zoning of I somewhere in the region.

 

I think ya’ll should kiss and make up.

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I don’t know why ya’ll are fighting.

 

All kgpurrs seems to be saying is – you’re probably better off playing the game the way the game currently wants to be played, not the way you think it should be played. It may not be what you had expected, but there’s still plenty of freedom and depth to be had.

 

All Epic-Nemesis seems to be saying is that the foundation for some sort of a mechanic where I in some way influences C is already in place. Having I increase the number of goods available at C (beyond the current number that’s automatically restocked at the start of each shift) would certainly help the game as a whole by a). freeing up a portion of the work force that would otherwise be employed in C and b). rewarding the zoning of I somewhere in the region.

 

I think ya’ll should kiss and make up.

Smooch...

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2 questions.

1) In the population menu, details section, the part where it says unfilled freight orders...does that mean that's the amount of freight produced by Industrial that had nowhere to be offloaded or does it mean that's the amount of orders required by commercial that the industrial was not able to produce?

2) I have 85k residents, with little commercial (just enough to where my unsold goods fluctuate between 0 - 600), and no more industrial besides 4 computer plants (bulldozed all industrial once I got my plants). Yet I have about 7000 unfilled jobs. Roughly 2-3k low wealth, 2-3k medium wealth, and about 500 high wealth jobs. I have a good amount of services....hospital, three police stations (which I realize I should reduce the # of, but I wanted to stop crime before it started), one fire station, ore min, smelting plant, garbage and recycling centers, water, sewage, oil power plant, oil mine, high school and university, streetcar and bus depots, and trade and electronics HQs. My question is....why do I have so many unfilled jobs? Is it bc of how many services I'm providing or is it the consumer plants that require lots of workers?

Thanks in advance.

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2 questions.

1) In the population menu, details section, the part where it says unfilled freight orders...does that mean that's the amount of freight produced by Industrial that had nowhere to be offloaded or does it mean that's the amount of orders required by commercial that the industrial was not able to produce?

2) I have 85k residents, with little commercial (just enough to where my unsold goods fluctuate between 0 - 600), and no more industrial besides 4 computer plants (bulldozed all industrial once I got my plants). Yet I have about 7000 unfilled jobs. Roughly 2-3k low wealth, 2-3k medium wealth, and about 500 high wealth jobs. I have a good amount of services....hospital, three police stations (which I realize I should reduce the # of, but I wanted to stop crime before it started), one fire station, ore min, smelting plant, garbage and recycling centers, water, sewage, oil power plant, oil mine, high school and university, streetcar and bus depots, and trade and electronics HQs. My question is....why do I have so many unfilled jobs? Is it bc of how many services I'm providing or is it the consumer plants that require lots of workers?

Thanks in advance.

It's because of all the services your city provides.. Unfilled jobs is the opposite of unemployment.. You have 2 choices. First, you can cut on these services or try to outsource some of them to other cities. Or secondly, you zone more Residential to provide more workers..

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Industry is a money tree and job sink. 

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2 questions.

1) In the population menu, details section, the part where it says unfilled freight orders...does that mean that's the amount of freight produced by Industrial that had nowhere to be offloaded or does it mean that's the amount of orders required by commercial that the industrial was not able to produce?

2) I have 85k residents, with little commercial (just enough to where my unsold goods fluctuate between 0 - 600), and no more industrial besides 4 computer plants (bulldozed all industrial once I got my plants). Yet I have about 7000 unfilled jobs. Roughly 2-3k low wealth, 2-3k medium wealth, and about 500 high wealth jobs. I have a good amount of services....hospital, three police stations (which I realize I should reduce the # of, but I wanted to stop crime before it started), one fire station, ore min, smelting plant, garbage and recycling centers, water, sewage, oil power plant, oil mine, high school and university, streetcar and bus depots, and trade and electronics HQs. My question is....why do I have so many unfilled jobs? Is it bc of how many services I'm providing or is it the consumer plants that require lots of workers?

Thanks in advance.

It's because of all the services your city provides.. Unfilled jobs is the opposite of unemployment.. You have 2 choices. First, you can cut on these services or try to outsource some of them to other cities. Or secondly, you zone more Residential to provide more workers..

 

I think there is a third choice, and that is to ignore it.  If it's not causing you problems with growing a stable city, ignore it.

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In my experience trying to chase freight orders seems to be a fool's errand that can only end badly for your city.  I build "trade" specialized education cities.  I'm currently at 220K pop and have 2 (TWO) high density medium tech factories.  I'm fulfilling maybe 1000, of my 10,000 freight orders.  All of my Industrial and Commercial buildings boast profits and maybe once an hour (real time) does a building abandon.

 

Freight orders seem to be an artificial demand that doesn't justify its existence on the population tab.  

 

That said, this RCI issue spills into the taxes situation.  So far (about 70+ hours played) it's never viable to have tax income come anywhere other than your residential.  Meaning that if you hope to make money from commercial development forget it, it'll never outstrip residential taxes since commercial can't exist without a significant number of residents.  Alloy/Plastic exports do more than enough to generate supplemental income on top of taxes.  However when the global market gets truly up and running, I have a feeling these prices will plummet as recycling is far too profitable for an infinite stock of resources.  But that's another discussion for another time.

 

Edit:  I failed to make the point I was trying to make about chasing freight orders.  It seems that the amount of freight orders required, creates an extremely disproportionate quantity of industrial zones to residential zones.  After all, residents need to work in the factories.  Well high density industrial factories, while putting out a nice amount of freight, require a VAST amount of workers to run and keep from going out of business.  After a point, you'll simply run out of room to zone residential and it will be impossible to meet the employment demands of your factories.  This is why cities have THOUSANDS of unfilled jobs, they usually are in the industrial sector.  This is why factories and commercial zones will probably be abandoned over the course of your game because sims are bouncing back and forth between the various options without the consistency to keep them open longer.

 

Additionally, when you talk about region play, in order to fill those 7,000 jobs you'd need the region to provide you with them which means huge traffic issues given the 1 entrance aspect of the city connection, not to mention that it would mean you trying to convince some random person that they need to build residential only and have no other zones to compete with it, after all if they make industrial/commercial as well it will only contribute to the already high pool of open positions.  Compound that even further by the fact that inter-region commuting seems to be extremely inconsistant and buggy and you've got quite a mess on your hands

 

Long story short, ignore freight orders.  Build the minimum amount of industrial needed to satisfy your tech (electronics) pre-requisites, and to give sims stable employment, otherwise it's just a number that can be discarded.

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2 questions.

1) In the population menu, details section, the part where it says unfilled freight orders...does that mean that's the amount of freight produced by Industrial that had nowhere to be offloaded or does it mean that's the amount of orders required by commercial that the industrial was not able to produce?

2) I have 85k residents, with little commercial (just enough to where my unsold goods fluctuate between 0 - 600), and no more industrial besides 4 computer plants (bulldozed all industrial once I got my plants). Yet I have about 7000 unfilled jobs. Roughly 2-3k low wealth, 2-3k medium wealth, and about 500 high wealth jobs. I have a good amount of services....hospital, three police stations (which I realize I should reduce the # of, but I wanted to stop crime before it started), one fire station, ore min, smelting plant, garbage and recycling centers, water, sewage, oil power plant, oil mine, high school and university, streetcar and bus depots, and trade and electronics HQs. My question is....why do I have so many unfilled jobs? Is it bc of how many services I'm providing or is it the consumer plants that require lots of workers?

Thanks in advance.

It's because of all the services your city provides.. Unfilled jobs is the opposite of unemployment.. You have 2 choices. First, you can cut on these services or try to outsource some of them to other cities. Or secondly, you zone more Residential to provide more workers..

 

I think there is a third choice, and that is to ignore it.  If it's not causing you problems with growing a stable city, ignore it.

You can ignore it, but noticed that sometimes industries and shops are closed because they are constantly looking for workers.

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That can happen.  I confess that I am a lot less interested in balancing my RCI based on the details screen than I was two weeks ago.   I'm zoning a lot of industry in the beginning to make money and find I'm bulldozing most of once it gets higher density and I get access better income streams. 

 

If a high tech zone can't find workers, it's time dezone the space.  If the same commercial block keeps having problems finding customers then, I replace it with more residential.  I'm not playing to the details screen and I am slowly making my way, trying the different specializations, and I can make lucrative cities. 

 

It's one option.  It's not the only option. 

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