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DBJisDa1

No Job Icon = Vacancy, Due to Commute Time

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Some of the residential buildings I've built are appearing as the "no job" icon and I was wondering how to fix it. Taking the hints from other abandoned buildings I built more bus stops, subway connections, and highways to hopefully help the Sims get to their job quicker and I've even built newly demanded commercial zones near their homes but they still render, the "No Job" Icon. Does anyone have an Idea of how to fix this? 

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The game is interconnected in many ways so it could be the Sims you have aren't able to find the right jobs for their wealth level. We'll prolly need a screenshot of the area and then we'll ask more questions to try to narrow down the cause. *;)

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As a casual observation it looks like there is quite a bit of medium and/or high density residential zones. What might be happening is that as jobs become available the demand for residential increases and some buildings upgrade resulting in more Sims and that is outpacing the number of jobs available.

Go to the graphs and check your Jobs & Population. Since you are in year 24, set it to 10 years. Does it show a steady increase and then a pretty much flat line for the green lines (residential)? I've personally found growing a city slowly and keeping those lines steady leads to a balanced population. If you have large up and down swings in the population it means too many Sims are moving in and out.

Here's a sample of one of mine showing a 50 year time span:

img4651.jpg


As drastic as this will sound, in your city you could bulldoze and dezone each building which is showing the no job zot while time is running. Keep an eye on the Population graph and continue eradicating residential until the population becomes stable. 

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27 minutes ago, DBJisDa1 said:

Ive evicted about 7000 Sims and nothing has changed

And you dezoned their buildings so they can't re-grow? (Not just bulldoze them.) Are you seeing other buildings then sprouting up larger? It's real easy to have way, way too many higher density zones and then they keep growing and out pacing the available jobs.

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16 minutes ago, DBJisDa1 said:

I dezoned the spots with the No job icon

Cool. Then run time and continue doing that until you get a steady, straight line in the graph for residential that lasts for 5 to 10 years. This then shows you the amount of Sims the current city tile can support based on all factors such as available jobs and commute time to same. Once you get it stabilized you can then use the route query tool on various industrial and commercial and see how many Sims work there. Compare that to the available jobs in the regular query of that building. Note that the first number in the jobs of a regular query is the quantity available now and the second number is the total quantity that building could ever support. Many times they are nearly the same. It's most important to realize the regular query numbers are not the number or workers vs total possible, but jobs available now vs total potential.

When you find the route query shows way less Sims working somewhere compared to what the building can currently support then you know where residential should be zoned. In other words near enough for them to get to that building. Keep in mind too that many buildings offer jobs to each wealth level of Sim so if you see only a handful working at a building which should support more follow the path shown by the route query back to their homes to see what wealth level is working there. Then create the right circumstances to grow the other wealth levels which aren't working there.

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  • Original Poster
  • Thanks for the help, I don't get the " No Job" icon I only evicted about 11,000 Sims but they are coming back slowly

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    Hows traffic congestion? Is there a bottleneck between sims and their jobs? Commute time can be too long when the only route exceeds 300%.

    Also, how powerful is your CPU. Sims can fail to find jobs when the CPU can't give much time to the route-finder. Other factors like low RAM and software rendering can exacerbate the problem. Running time at the slowest speed helps (more CPU cycles per game-time unit means more chance for the route-finder to work before a sim loses patience).

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