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katrosa1

Sims leaving due to "no shops or parks"

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Hi!

So I was in process of building and improving my city then I notice that I'm bulldozing homes left and right with Sims saying there "isn't any shops or parks" yet I have said shops and parks built all over the place in my city as well as bus stops connecting from their homes to them so they can have access. Am I doing something wrong or are they just never happy? 

Not only that, but I also have lots of businesses in dire need of workers and Sims are also leaving claiming they "couldn't find work" yet I'm getting screamed at to find workers. Also mention the bus stops connecting to said businesses from said homes. 

So again, are they just never happy or do they just not want to look like I'm having them do? 

Thanks in advance!

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I've experienced both these glitches many times in SC 2013.  What I've done is bulldoze and then add shops and parks in the immediate vicinity before re-zoning so when the sims move in the resources are already available nearby.  It doesn't always work, sometimes simply exiting the game and re-starting it will fix the problem, and sometimes I've just had to wait for the game to gradually correct itself.

I've had to bulldoze entire mega-towers because sims on the bottom level refuse to stop complaining and moving out no matter what I do.

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In order to sort the unsatisfied shoppers (no parks or place to shop) issue you could check if your shops have unsold goods at the end of the day (in which case you should think about adding more commercials) and check your general population tab to verify you have unsold goods. The combo of workplace needing workers and residentials not being able to find a workplace may be that due to long travel distance and/or traffic issues rendering the sims unable to get in that workplace in time. You should also check your busses behaviour cause the way agents and busses work sometimes make get "lost" and never reach their destination.
Depending on how "old" your city is it may also be due to a bug causing residentials to lose people over time (usually when a city get old) that has been addressed by skyestorme in the last part of his Omegacow serie.

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I used to encounter this problem a lot, but a long time ago I read in a blog somewhere (from whom I unfortunately cannot credit) that sims don’t like to make left turns.  This tiny piece of information made a huge difference in the success of my city layouts.  So wherever sims need to go… be that work (industrial), leisure (parks) or shopping (commercial), it needs to be down the road to their right or after a right turn.  The exception to this is a T-intersection.  Since hitting a T-intersection from the stem road means there’s no possibility of going straight, somehow, this means they can turn left.  I’ll be honest.  When I first learned this, I was kind of upset about it.  How could it be that these sims can’t make a left turn?  But following the simple rule just mentioned (and it really is simple) I almost never had to deal with the Sims leaving due to "no shops or parks" or the other “couldn't find work”.   But here’s another tip.  This mod

https://community.simtropolis.com/files/file/29759-parklets/

Brings to the game 82 “parklets” (essentially thin strips of park-like or plaza like areas).  It’s truly a beautiful solution to the "no shops or parks" problem.  Place one of these right after your buildings in addition to or to replace your regular parks and it seriously minimizes the problem.  Some of the most useful parklets can service up to 48 sims and appears as a simple ally way between high density tenements.  Sometimes, I’ll place one just to the right of a building just as “insurance” against such complaints in the future.  I must credit Yayie for this excellent mod.

 

Finally, here’s one last tip if you want to kill this problem once and for all.  You just have to do a little bit of math…  just estimated; no need to grab a calculator.  Each park as you probably know, has a capacity.  Each commercial building does also, and every residential building has a specific number of shoppers.  Keeping in mind that low wealth residents only go to low wealth commercial, etc., you just have to make sure that the number of park space available plus the amount of shopping capacity available is equal to the amount of shoppers you have.  If you don’t know how many shoppers you have or how much shopper capacity each commercial building has, then you must be wondering how it is that I know these things.  The answer is a mod created by MaxisGuillaume that literally everyone should have called The Extended Worker Data Mod.  It’s on this page

https://community.simtropolis.com/files/file/29419-the-extended-worker-data-mod/

With this mod you’ll know how many shoppers you have and how much shopper capacity you have from commercial buildings so you can match them up.  Park capacity is already in the menu.  Make sure the parks or commercial locations are down the road to the right or after a right turn unless there’s a T-intersection.  Hopefully, you’ll never hear of the "no shops or parks" complaint again.

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