Jump to content
  •   Announcement

  • Entries
    15
  • Comments
    28
  • Views
    2,345

Thoughtful reflections on Oompa-Loompas (aka Where are all the workers?)

Naomi57

877 Views

Thoughtful reflections on Oompa-Loompas (aka Where are all the workers?)

“Of course they're real people. They're Oompa-Loompas...Imported direct from Loompaland...And oh what a terrible country it is! Nothing but thick jungles infested by the most dangerous beasts in the world - hornswogglers and snozzwangers and those terrible wicked whangdoodles. A whangdoodle would eat ten Oompa-Loompas for breakfast and come galloping back for a second helping.”
― Roald Dahl, Charlie and the Chocolate Factory

Here's a screenshot from one of my old cities, Castle Island in Boston.

Castle Island - Oompa Loompas.png

It's from the vanilla SimCity 4 Rush Hour game, before I installed the NAM, and before I fully understood these economic drivers of the game:

  1. Commercial traffic.
  2. Neighbour connections.
  3. Taxes.
  4. Demand CAPs.
  5. Education (EQ).
  6. Land desirability: landmarks, yimby/nimby, pollution, crime, garbage.
  7. Commute accessibility.

The /,click Query dialog shows 73/75 jobs, but the Alt+/,hover Route Query tool shows Workers (none).  The whole strip of shops and nearby industry have the same problem.  What's up with that?

I call them "oompa-loopas", workers that keep the wheels of commerce and industry spinning, even when no sims are coming to their jobs.  We should be grateful for them, because without these phantom workers, these businesses would never grow or develop.  Even utilities and civic plops would fail to function!  They take the jobs that local sims don't want, but that doesn't help our unemployment problems for our local sims.  So the big question is this one, why don't the local sims want these jobs?

The oompa-loompas are taking all our jobs!

One reason is match of education level (EQ) to job type.  A more pressing reason is commute time for those sims of the right education level, from their home to their workplace.  You see it even more frequently for manufacturing (I-M) and dirty industry (I-D), simply because those districts tend to be further away from residential zones.

I'm a longtime vanilla SimCity 4 Rush Hour player, with a thorough expertise in the economic drivers of growth in the game, but I'm new to the NAM, so I'll be running experiments to see how these commute time factors are changing.  In the meantime, for my latest city, Breezy Point, New York, I'm taking precautions using carefully planned backroads from low-wealth residential (R$) to the manufacturing (I-M), dirty industry (I-D) and utility plant districts.

Breezy Point - commute access R$ to dirty industry manufacturing and utility plants.png

The red arrow points to the one location of backroad access from low wealth residential (R$) to the manufacturing (I-M), dirty industry (I-D) and utility plant districts.  I've heard that it's only the morning commute that affects employment levels, the sims being content to take a longer route home on the evening commute.  I've already verified that power plant jobs are are still very sensitive to commute distance in the NAM.

It's a difficult juggle to balance commute distance employability, versus funnelling sim traffic through commercial districts to encourage C$$ and C$$$ growth.  I'll report back here in the comments with my NAM experiment results.

NOTE: If you don't want to worry about economic aspects of growability in the game, just use small city tiles, which are far more forgiving economically ... but for me, I LOVE those big city tiles!  *:ohyes:

  • Like 8


1 Comment


Recommended Comments

You'll probably never see this since you haven't been active in a while, but I love how you explained this all. It is perfection.

  • Like 1

Share this comment


Link to comment

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections