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CaesarThrone

Sudden Mass Unemployment in the city

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Hi all, really need your help.

I have built my city with many tips from this forum. So far so good with Commute time can be less than an hour. The traffic is also looks good, mostly green. But all of sudden, many of my residential buildings show unemployment icon.

I have tried several change in the roads connection but still, unemployment continues. While the commercial and industries areas need has been fulfilled. I really stuck in this problem. Anyone can please give insight about this problem and how to cope with it?

Thank you

City Unemployment Commute Time.jpg

City Unemployment Traffic.jpg

City Unemployment Industry Traffic.jpg

City Unemployment Commercial Traffic.jpg

City Unemployment 1.jpg

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2 hours ago, CaesarThrone said:

Hi all, really need your help.

Hiya. Welcome to Simtropolis! *:) 

The first thing we have to do is to stabilize the population. Every time a residential property gets the No Job Zot, go to it and dezone it. (Not just bulldoze, but dezone so nothing can grow there.) Continue doing this until your population has no more than 1% variation from month to month.

And, as I'm sure you know, the middle (Rhino) speed is the fastest you want to run the simulation. This gives all the background calculations time to run and update and that helps the whole city tile be aware of everything else in it and their relationships to each other. 

When you have all of your Sims staying in place then any health and education can build up and also remain steady. From there zone new areas in small stages and let them grown and watch them for a few years. Make sure they are solid before zoning even more.

Slow and steady is the key point.

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    9 hours ago, CorinaMarie said:

    Hiya. Welcome to Simtropolis! *:) 

    The first thing we have to do is to stabilize the population. Every time a residential property gets the No Job Zot, go to it and dezone it. (Not just bulldoze, but dezone so nothing can grow there.) Continue doing this until your population has no more than 1% variation from month to month.

    And, as I'm sure you know, the middle (Rhino) speed is the fastest you want to run the simulation. This gives all the background calculations time to run and update and that helps the whole city tile be aware of everything else in it and their relationships to each other. 

    When you have all of your Sims staying in place then any health and education can build up and also remain steady. From there zone new areas in small stages and let them grown and watch them for a few years. Make sure they are solid before zoning even more.

    Slow and steady is the key point.

    Thank you for the welcome,

    So it means I have to let go some big population by dezoning it? May I got more understanding what is 1% variation of population means?

    I will give it a try for dezone tips, thank you

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    21 minutes ago, CaesarThrone said:

    Thank you for the welcome,

    So it means I have to let go some big population by dezoning it? May I got more understanding what is 1% variation of population means?

    I will give it a try for dezone tips, thank you

    Two other things: 

    1. Check your advisors' warnings. In the screenshots there's one that warns you of lack of water, which means that buildings that grew with water are now not getting it. Use the water data view to find your water towers and pumps, and check if any of them need to be replaced, or build new ones.

    2. Check the demand graphs. You appear to have negative demand for both industrial and commercial buildings, meaning that there's not enough new sims to motivate industries and commerce to open, or there aren't enough of the right wealth and education level. You might want to experiment with keeping different wealth levels of residences, commerce and industry, to allow sims at all levels to find work. Tweaking your tax rates can also help to subsidize the arrival of new sims or the opening of new businesses, but it is mostly a band-aid solution.

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    8 minutes ago, CaesarThrone said:

    So it means I have to let go some big population by dezoning it?

    Yep. The very first thing is to cure the wound. Your city is angering Sims. They are created, get mad, and desert. We've got a breeding ground for that unhelpful behavior so that's the first thing to do. Solve the massive fluctuations.

     

    15 minutes ago, CaesarThrone said:

    May I got more understanding what is 1% variation of population means?

    In your pics the population is 65,398. Since I cannot run your city, I don't know if that is the high or low tide or about the middle. What I do suspect is that if you look at the population graph over the past 50 years you'll see large swings in the population. I'll guess it might range between 60,000 and 70,000 and that's what we want to prevent.

    Then by the 1% variation I'm saying 654 Sims is 1% of that current total. You want to make sure you can run 20 Rhino speed years and the population doesn't go up or down by more than that. Even better is less than 100 Sims variation year to year when running while not building or zoning any new territory.

    Once you have this stability in population, you then plan to expand. Zone a small area of residential where you might like two or three thousand Sims to move in and then watch them do that, but also keep running time to be sure they are happy and can find a job. Basically, the principal is slow and steady wins the race.

    If they move out then you need to make sure there is work they like and that they can get to it.

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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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    Be very careful when you place one-way roads.
    It might be that you made buildings unreachable by accident, also one mis-drag of the one way road tool can invert it's direction to the opposite direction.
    Please note that the default view for traffic routes query displays the morning commute, but be sure you also check the evening commute.
    Maybe, your one-way roads caused a situation where your sims cannot either go to or return from their workplace in time or at all.
    The arrows might look like your sims can find their way, but beware that their route back also matters, if they can't complete it, they will abandon.
    You should select the zones only filter in dataview and use the traffic query on both morning and evening commutes on both the offices and the residential zones to make sure all routes work fine, else try delete the buildings. In worst case you can try upload your city to this forum so we can help you solve the problem if you want *:D

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