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@justforfun 

Yeah, it sounds very much like you've handled the propagation well. *:ohyes:  (And I've later come to believe you don't even need to run time in the interspersed city tiles, but simply load, save, and exit to region, but I've never 100% tested that so I've not yet mentioned it.)

I wonder if it's similar to that Corindustry test I did where many jobs local to the new residential are taken by other long term employees and so the new Sims only get to see distant jobs and get discouraged? 

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11 minutes ago, CorinaMarie said:

@justforfun

Yeah, it sounds very much like you've handled the propagation well. *:ohyes:  (And I've later come to believe you don't even need to run time in the interspersed city tiles, but simply load, save, and exit to region, but I've never 100% tested that so I've not yet mentioned it.)

I wonder if it's similar to that Corindustry test I did where many jobs local to the new residential are taken by other long term employees and so the new Sims only get to see distant jobs and get discouraged? 

The thing is, there are just so many spare jobs in the region. Look, this is the census repository snapshot for the tile I was trying to get to work:

census.jpg.e89db73fd5bfaa8acafd886ad2e87b47.jpg

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@justforfun 

I've been thinking about you. *;) 

Is your goal to create large population cities or is it more of painting the city so it looks nice with each type of building you want? If it's the latter, what about editing those residential before you plop them and set them to 1 Sim? Then it wouldn't be a frantic hassle trying to get a few hundred or thousand off their lazy sim butts.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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11 hours ago, justforfun said:

so many spare jobs in the region.

The problem is you have so many jobs in the region and almost none in the adjacent cities. Sims won't go to far cities. They only go what's the nearest. Unfortunately the city they go in has no vacant jobs (in fact, it needs vacant jobs). I ran into this problem so many times.

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@CorinaMarie OK, now I can't find the words to thank you enough. :D Of course you asked the crucial question. My goal is to build a functional city which still looks the way I want -hence 100% plopped and growified + the Demand Mod.  I take inspiration from London, with most office jobs in the central tile, shopping high streets throughout, industrial zones scattered here and there, and medium-density row housing as the main residential type. As you can imagine I make large use of my own models, which I set to fairly realistic stats, with lower residents than Maxis standard.  In this way I have so far managed to obtain a region which approximates the population density of a city like London and is overall functional. 

Why do I prefer a functional city over looks only? Because I like my region to be alive, to see the traffic moving on the main thoroughfares and pedestrians on the streets. If I could obtain this with eye-candies only, I would. Unfortunately, "artificial" traffic generators only spawn random cars that move aimlessly all over the place, without any realistic pattern. 

I suspect (not sure) setting occupancy to 1 sim per building wouldn't even solve the commute issue. I'm saying this because sometimes I plop a random house with just 4 or 5 sims and they still can't find a job. 

Now, say what you will about my playing style, and we know that the game wasn't originally intended to build European-style regions, the fact remains that a few thousand sims are unable to find 2 million available jobs in my region. This is absurd, someone please fix it! 

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14 minutes ago, Propfam said:

The problem is you have so many jobs in the region and almost none in the adjacent cities. Sims won't go to far cities. They only go what's the nearest. Unfortunately the city they go in has no vacant jobs (in fact, it needs vacant jobs). I ran into this problem so many times.

Glad to hear I'm not the only one experiencing this problem. Please fellow mayors speak out so the modders will listen! *:P 

The most absurd thing is that often my sims won't even find the available jobs in their own city! This happens after the population reaches 40-50,000 and is happening now in my central tile with 220,000 inhabitants. The tile in question has more jobs, museums, schools, parks and rewards than you can count. Surely there's something wrong in the way the game calculates commute?

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42 minutes ago, justforfun said:

Surely there's something wrong in the way the game calculates commute?

An article on SC4D speculates on some of the game's limitations with the traffic simulation/job finding based on the observable behavior, but only the original designers at Maxis would know for sure what the limits are.

Specifically it mentions that the game appears to have a hard coded commute time limit of 6 minutes in the path finder, and Maxis also appears to have dumbed down that system for the retail build of the game (likely due to the minimum requirements the game had to run on).

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22 minutes ago, Null 45 said:

Specifically it mentions that the game appears to have a hard coded commute time limit of 6 minutes in the path finder

Extremely interesting, but then how did @CorinaMarie manage to have her sims travel vast distances over many tiles?

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