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Showing results for tags 'commute'.
Found 55 results
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Insane res demand, negative com ind demand and jobs
Pazza7001 posted a topic in SimCity 4 General Discussion
Hi everyone, sorry if i'm doing anything wrong in the forum, that's my first time doing that kind of thing. . . Anyways. . .i've been playing SimCity 4 for a while and, there's always this thing that keep happening, even tho everything seems going well. When i reach betweenn 5k-6k people, unemployement begin to appear, even tho demand on commercial and industrial are negative, i've been looking around the forum, they say it's because of the road connection, commute time etc etc, i've tried every, and still the problem continues, i could mitigate for a while, but it just kept going... Only the agricultural demand is high, but, why? I've filled the entire city with schools, libraries, museums even a college, by the way, all the taxes are on the 9%, the default one... Every city i (try to) build always have the commute time between 0.4 and 1, because i've been following those road hierarchy videos, so that doesn't seem the issue. . . And the traffic doesn't seem the problem too, either i'm being a dum dum for not seeing the issue or it's a very small detail-... Can someone help me out, please? -
Hey all, Confused about a commuting issue I've seemed to have with my city since its conception. No-job Zots have continually plagued random buildings across the tile, leading to consistent dilapidation, followed by quick revitalization. Looking deeper into the problem, it seems like it exists almost exclusively amongst R$$$ residents. Seems like a relatively routine issue, right? The perplexing thing here is that these buildings all have prime access to both a dense commercial downtown, and plenty of high-tech jobs, via roads, avenues, subways, and elevated rail. Hell, there are a handful of these residences that are walkable from some of my largest commercial offices. However, sims don't seem to be utilizing those jobs like I would expect them to. Upon close inspection, it seemed one building had commuters traveling all the way across the tile just to work in a small iHT building, when a CS$$$ building just across the street offering 2,000 jobs only had 22 workers. If I throw the time into triple speed, I'll watch these residences become dilapidated due to long commute. After some time, seemingly randomly, they will remember the jobs are next door and begin working close to home. After MORE time, they'll hop back on their bullshit and begin whining about having no nearby jobs once again. 1. This doesn't seem to be a case of any infinite commuter bug. I have no looping connections between neighbors, only linear. 2. I have the NAM installed and have built several cities that don't seem to have this problem. 3. When I click the general query button and view a CS, CO, or iHT building, it will often give me a number like 1894/1900 jobs are filled. However, when I click the commuter query button and view that same building, it may tell me that only 22 sims are actually commuting to that job. Am I misreading this feature, or should those two statistics be lining up more accurately? 4. Does anybody have past experience with this issue, and does it seem to be bug related, or just related to my infrastructure? I can post pictures if folks would find it helpful! Thanks in advance!!
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Hey all, A little confused here, I've never quite seen this before so I'm wondering if it's a bug. I have a low-income town that currently has a population of around 4,000 sims, with 14,000 industrial jobs and 3,000 $ commercial service jobs, yet most of these sims can't find work. I recently zoned industry just across the street from some low-density $ sims, which some began working at, but those sims are still labeled as "long commute" even though they're only walking three tiles from their house. Other neighbors are still within 5 or so tiles from work, but still have the unemployed zots above their homes. I've never seen dirty industry or CS$ with no workers right next to R$ sims that can't find a job. Is this a bug, or could something else be at play??
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Sims not travelling to the industrial half of the map
Scorbutico posted a topic in SimCity 4 General Discussion
I have an industrial zone at the top of the map, which is generally flourishing, but no sims travel there by any means. The train stations are unused, cars and buses stay in the bottom half of the map. The only activity in the industrial zone are freight trains and lorries. In an way I'm not concerned about it as the zone is productive, but I don't understand what is hindering the movement. Any suggestions? Thanks in anticipation. NAM lite installed. -
Hello, I'm a fairly new player, but have some basics down. Jobs has never been an issue, until my current city. I'm starting it like every other city I have ever had, and all my sims are apparently unemployed. Even going back to basics, starting with the same tutorial I started out with, doing exactly what always worked before, and no jobs. Some are due to a long commute, but I'm not placing my start-up residential any further out than I've done before. It's the same layout I've always started with, there is precisely nothing different about this start-up. Very frustrating. Suggestions?
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Is my commute long or do I just not have any jobs?
AneriphtoKubos posted a topic in SimCity 4 General Discussion
As you can see, I have 100,000 vacant jobs. However, I have a lot of Long Commute Time/No Job Zots. I'm wondering why nobody is working in those 100,000 vacant jobs. I'm really curious if it's bc they don't have any jobs or maybe it's the SPAM mod being weird, or something. I wish there was an easy breakdown of what jobs are filled and what jobs aren't filled https://imgur.com/a/pGU41CD -
Hi all, So I play SimCity4 to grow my cities naturally, and I've been happily creating highways with NAM 47. I've built up about 6 cities in the New York region to total about 230,000 sims. Each city was about 30-40,000 sims, except for one larger one at about 70k. Unfortunately, I built a pretty comprehensive interconnecting network of rail, subways, and highways before I noticed strange behavior. Hundreds of busses were filling my highways, some of my railway tracks were overwhelmed with 10,000+ commuters, subways were becoming overloaded. Commute times in the graph in all of my cities kept rising to above 60 minutes, when before they were much less. No matter how many times I tried to alleviate the strain of rail, subway, and highways being overloaded, the more regional connections I made, the worse it got. Looking around the forums for solutions, I realized I had developed the Eternal Commuter Loop, possibly across all 6 of my cities. Reading these forums was instructive about the issue and how it developed. But most suggestions discussed how to avoid the issue in the future. I wanted to solve it for my cities now, and end the loop permanently. So I developed a solution and stumbled across an interesting idea. Basically, what I did was load each city up, bulldoze ALL of its neighbor connections, and run the city for two years to reset that city's internal job search/commute pathfinding. For the most part, cutting off all connections to neighbors did not impact the cities too much since they were relatively small at about 30-40,000 sims each. They retained their population and basically hummed along as if nothing happened. However, commute times absolutely dropped to nearly zero. And the traffic amounts also crashed. Internally, sims were locked into finding jobs only within their city tile, since no connections existed. So if there were enough native jobs in the city tile, the city was fine. And after running the game for 2 years, I'd save it and move to the next city to do the same thing all over again. In two of my larger cities, however, the cities took a lot of help to recover from having no neighbor connections, probably because they did not have enough jobs on their own to maintain the populace. One city experienced a significant drop in R$$ sims due to a lack of jobs, and significant dilapidation occurred. In order to fix that, I added high-density commercial and industrial zones (as demand for those skyrocketed due to the need for jobs) and eventually the city balanced itself out, with significantly more R$ sims and the R$$ sims recovering a bit. New, high density skyscrapers grew that held thousands of jobs. In my largest city, the resulting lack of jobs required me to plop several CO$$ lots that had about 4,000 or 5,000 jobs each (which I was planning to do since it's NYC anyway, up to this time all jobs were grown naturally). After adding those, the city recovered and actually went to above 80,000 sims, even better than before the loop occurred. I have no neighbor connections now in any of my cities, and the rails, subways, and highways all still exist. I still build them as I was making a connection, but DO NOT MAKE ANY NEIGHBOR CONNECTIONS (at least for now). They only serve to move sims within the city itself. Honestly, given the way the game treats jobs outside the city, where it's just a draw for sims to commute out with little benefits for the "exporting" city as well as the "importing" city, I wonder if there's a need for a neighbor connection at all. The jobs outside of the city end up reducing demand within the city, and demand inside is better than demand out. While the concept of a central commercial district or city is part of some strategies, I fear that the risk of an eternal commuter loop is very high. Alternatively, even if I make a neighbor connection, it will be limited to ONE or TWO per city. Certainly I'll never create multiple connections as I did in the past, with at least 4-5 avenues, 4-5 rail, 5+ subway, and at least 2-3 highway connections per city. The risk of a loop is just too great. And with the ability to plop buildings that have thousands of jobs, I can manage internal demand for now. Maybe if the city gets to be very populated, I'll have to create a central business district or a city full of jobs, but that will need to be heavily managed to avoid a loop. At most, I might create one or two neighbor connections with a highway or rail, to better manage where the sims end up. So in summary, to solve the Eternal Commuter Loop, eliminate all neighbor connections in each city and try to manage the demand for jobs within the city itself. Neighbor connections across a large region run the risk of an eternal commuter loop and actually don't seem necessary for the health of a well managed city with enough jobs.
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Hi Guys, There is one thing that I accepted so far but, at the same time, have always been wondering about. When building some of my cities, I noticed that some of my residents feel very attached to their jobs... What I mean to say is that they always seem to stick to the jobs they have initially found when moving into the city. That is, even after their EQ rises! As a result, it seems that someone who started to work in CS$$ will refuse to work in CO$$$ or I-HT. My question is if this is the natural way the simulator works or not really? I have also noticed this, unfortunately, when I tried to combat a significant unemployment problem in one of my cities. The residential blocks affected by this trouble seem to always obtain employment in some of the businesses around their homes and then loose their jobs. After a while, however, they resettle the block and get employed at exact same jobs that they didn't like in the first place...
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It has been a few years, since I last played. Has NAM TSCT resolved the infinite commuter problem? Thanks!
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Hello, hello! Sorry for the long wait for another part of this CJ but there is a very good reason for that - I started a new job! From now on I work as an EU funds specialist (but only from the formal side, not the financial one - phew!). This should be an interesting time, though I need to learn a lot of things, and unfortunately take an exam this month... Scary... Keep your fingers crossed for me, please. Overall, I think this is a good opportunity and many of my expectations have actually been fulfilled, so other than exam, I guess I'm not complaining. I hope I justified myself a little bit! Let's jump into the next chapter of the Udananian chronicles then. As the Laughterdaelian Signal dissipated in the air, the life in Udanani have returned to the normal course. If you remember, The Activators have established a new town, not far from Buildmoar. We shall take a better look at this city today, though not before we pay a short visit to Profit Hill. Here's a quick shot on Industrious Hills, just to spark your interest... I think you will be interested in the recent events that took place in Profit Hill. Ironically, they invalidated some of The Businesspeople's current policies... But given the fact that the world of finance is always a slippery slope, it's no wonder that a crisis may take over occasionally. Another wave of unemployment has hit the city and although many steps have been taken to resolve the situation, the job market is still quite wobbly at the moment. Perhaps not surprisingly, it also has a broader social impact too. As it frequently happens elsewhere, the core issue in Profit Hill were people's and developers' expectations towards the city. Expectations that far exceeded the realistic approach to employment and housing demand. The competitive job market in Profit Hill, which has always been encouraged by the Chief Executive Board of the Businesspeople Tribe, have attracted numerous potential employees to the city, but the more people moved in, the less vacancies remained. Those that remained were either unattractive or simply too far away. Eventually, this has led to huge unemployment problems. The people who came into the city, lured by the prospects of well-paid jobs, have eventually found out that they came too late and were forced to jump into a frantic search for a job. Middle and low-income residents have been affected the most by these dynamics, creating whole blocks of jobless people. After a little bit more time, the wealthiest citizens have also started to feel the pinch, causing some of the most expensive residential projects to fail spectacularly. Inflated expectations and the developers' cunning advertisements have done more harm than good to the city. The Chief Executive Board of the Businesspeople Tribe has responded in a quick (if delayed) manner, trying to smooth some of the problems over by reducing commute times and providing more employment opportunities. As far as commuting is concerned, notice that the only route that goes directly to the main commercial zone (and onwards) comes through the Main Avenue. While this passageway still has plenty of capacity, it is not universally liked due to all the traffic lights ahead. This is why a quick roadwork project has been launched, upgrading the main avenue to a neat tram-in-avenue string, continued from an already existing network. The new route has been a huge success with the commuters. Additionally, the traffic light system for the tram vehicles is automated and, whenever possible, prioritizes rail vehicles attempting to cross intersections. Some of the commuters claim that it's possible to travel the entire length of Main Avenue without ever stooping on red lights! Another extension of the tram network has been stretched out East of Sirli Park. Unfortunately, this new, modern throughway doesn't mix well with all the buildings that have deteriorated as a result of all of the problems... As was stated before, apart from infrastructural changes, the obvious solutions have also been introduced and new workplaces have been set up. The Businesspeople have created two new areas that increased citizens' chances of landing a dream job. One of them is the new commercial district South of Sirli Park... ...while the other is an industrial zone East of Tiksest Strip - the Northern residential zone. Will these developments suffice to turn around the mechanics of economy in Profit Hill? The time will tell. If not, The Businesspeople may find themselves in the need of finally contacting the nearest neighbor as per "Ulysse & Toga Rating Agency" advice. Undoubtedly, the establishment of Industrious Hills is the more positive story for today. The Activators' starter town was getting a little crammed recently, so a decision to expand into neighboring lands (followed by the choice of the city tile, made by The Revered Spirits of the St'ropoli Dimension) has been taken. Industrious Hills is a linearly shaped town. Part of it, remains a continuation of the Buildmoar's composition. This part of the town can be found on the Eastern bank of the Cualescet River, part of which can be seen in the following picture. The West side of the river has a bit more relaxed character and less dense building composition. For the time being, it does contain most of the workplaces though. Both sides of Industrious Hills are connected by Designers Bridge - a three lane construction with pedestrian capacity. One end of the bridge is a little "wild" due to the rough terrain and thick bedrock underneath it. Although the town is rather small today, The Activators certainly won't stop there. As a matter of fact, one should pay close attention to the two unassuming, industrial compounds located on the Dal Xanth Hills overseeing the town... These two posts are actually seismic vibration stations that seek natural resources in the Dal Xanth Hills' mass. There has been a lot of speculation among The Activators' experts that the hills may contain coal, bauxite and granite deposits. Two companies - "Nadir Mining" and "Acti-UD ltd." have been tasked with confirming (or disproving) these theories and the stations you have seen are operated by them. It is quite possible that mining industry will move in to Industrious Hills. Regardless of what the truth is as far as the hills' contents are concerned, we will regularly come back to check on The Activators' new town. All this, would probably not be possible, without the support of The Activators' starter town - Buildmoar. To give you an interesting insight at the close ties that both of the towns have, take a look at the picture below. It demonstrates how (almost) seamlessly the territories of Buildmoar and Industrious Hills are connected. The relations between both of the towns are good and beneficial for both of the parties involved. Last but not least, during the last divination session, The Revered Spirits of the St'ropoli Dimension have decided that: - Parcel 4-4 in Farmington should contain a large orchard or vineyard - Prosperity Hospital in Wellbeing should be relocated in order to generate monthly savings for the town Regarding Farmington, here's how parcel 4-4 looks like after the decision has been made. Something's not right here... The construction of the orchard / vineyard has begun but it looks like the pace of development is really slow. What could be stopping The Localvores from being more energetic? Comment replies: @11241036 - I'm happy that you enjoyed this last read. A good story really enhances the picture and I still have many ideas on my writing board! @TogaMasterJohn - I'm glad you enjoyed the reports. Hope it was fun! @Dreamcitybuilder - I like to make these small cameos in my work and I'm happy you noticed it! Good eyes! @whiteshark365 - I like your approach. Well, let's hope for the best and that the information gathered will be used in the spirit of goodwill!
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I'm a bit embarrassed that I don't know this yet, but do sims commute through cities ever? Meaning, rather than living in City A and working in City B they would live in City A, work in City C and commute through City B to get there. I probably didn't need the extended explanation.
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I've been working on the "Big City tutorial" in the default "Timbucktu" region and thats basically a triangular coastal city, the coastal side is one long diagonal and it creates all kinds of problems trying to get mass transit to work properly. Though I'm a newbie, I have been looking through the threads here on Simtropolis, gotten a few mods like NAM 42 and generally learning by trial and error. The main problem seems to be with transit times / jobs - I'm getting a lot of dilapidation and something else I've noticed... some buildings which report "Commuters: None" when I click on them with the route tooltip. I've installed the High Tech industry fix as well but clearly something is not right. I've attached a couple of pics to show the city, any advice you can give me will be greatfully appreciated!
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How would I stop this from happening in my cities. I mean I get them on R$, R$$ and R$$$. I've Installed Slightlyslack - Res Halver, Bones1 - Less Abandonment, and RalphaelNinja - AbandonmentModd 1.2. I also have CAM (CAM 2.1) and NAM installed (NAM version 41). So any fixes, or is this just a bug that is unfixable.
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I have an industry next to an residential / commercial / industry city and the sims won't commute to the neighbour tile with industry in it. I have rail and avenue connections to the new industry city mostly containing dirty and manufacturing industry.
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Traffic heads toward closest city connection to corners?
Ducio posted a topic in SimCity 4 General Discussion
Hi, It seems that in my cities with several road connections, sims tend to cross city borders at the connection closest to the corners, even when there are avenues and highways closer to the middle that should in theory take the sims to their destination quicker. Anyone have similar experience and if so, I'm curious how other players address this issue? I realize one solution is just to have less road connections, but it seems a bit more realistic to have streets that continue onto the next city.- 24 Replies
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hi there, I’m having a problem with highways being at top capacity. If I zone any more residents, they can’t find work due to the bottleneck. I also use only the highway to connect cities to promote controlled commute preventing commute loops and providing a chance for work. I am using the same map San Francisco regarding my last post “cross-city commute question” Im going to state that I have commuter shuttle and carpooling as ordinances always ticked. Bus stops are full utilized, it’s about a 1:1 ratio for car to bus ratio on the highway. subways are also being used for commute as well as 1 elevated rail station for each city also being used by thousands. -I do have NAM -I can provide pictures 4 hours from now if needed Cheers!
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Hi there, i’m going to state first that I am using NAM. I have 2 cities. the first has 281k residents and the second adjacent city has about 5k hi-tech industry. when I check the commute tool on the roads in the industrial city all I see is truck routes, no work commutes, also just realized no buses are being used either. all of the buildings function well with workers but nobody is commuting... Do sims only commute to industry jobs in their city? or do I have something wrong. cheers!
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Weird commute (no traffic mods yet)
TheMurderousCricket posted a topic in SC4 Bugs & Technical Issues
So, I was browsing my building with the network query (is this the correct name?) tool and I noticed something rather strange... When I clicked on one of my commercial buildings, the arrows showing morning commute displayed cars going out of the shop and outside the city! As if the workers there, were going for work, beyond the city limits... I know this is normal for industry, which is shipping their goods outside. However, from what I have read so far, commercial establishments do not work this way. At least in the Prima Guide, there is no mention of such mechanism at all... The only mods I do use at the moment are SPAM and PEG Ponds. As mentioned in the title, I do not use any traffic mods just yet and the screenshot above represents vanilla traffic state. However, later I did give a try to the7trumpets' Pathfinding Modd. It seems to work well and funnels the traffic like I'd expect! Kind of an obsolete NAM-lite, but a good one actually. It does not fix the problem above though. -
can't Sims transfer to a bus-> subway-> bus when they go to work?
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Is it true Commute Time heavily influences Desirability for R$$ and R$$$?
Propfam posted a topic in SimCity 4 General Discussion
I have a city with some city around it that I deleted due to making the region imbalance (I should make a backup but I forgot, so). In that city, I have a moderate crime, 1 fire station with small coverage, functioning education, functioning healthcare, and although I have a landfill in the edge of the city, I had been bulldoze residentials located within 30 tiles radius. The traffic is mostly fine, only a small jam in some area because lots of traffic is pedestrian. This shouldn't be a problem right? Well, my commute time is 200. I used ferries to transport 700k R$ to other cities with enough CS$ jobs. In the beach area of the city, I have some CO$$$ and on the reclamated island, I also have R$$$ and CO$$$. But when I make the residentials to R$$ and R$$$ (the population decreases to 400k and the commute is around 50), why are they abandoned? I also noted that I plopped gas plant on the left side of the city and they did pollute the city but I replaced them with solar plant. I also noticed the desirability for R$$ and R$$$ is red before (without) God Mode trees are plopped despite my effort to increase the desirability. Is it true that commute time heavily influence desirability? Edit: even after R$$ and R$$$ were in place of R$, the desirability is still incredibly low. There are some abandoned buildings. After some planting trees and switching to solar plant, the desirability of course went up. However, the buildings are quickly abandoned. I don't know why this happened? Thanks.- 2 Replies
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See these images of my city. The city is small and has no neighboring cities. Why do workers take so long to arrive at work? 50 minutes? It's not that far. I already installed subway, but it does not solve the problem of time to work. Could you help me? Thank you very much!
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High Wealth Tourists using cars their own cars.
Tayyab posted a topic in SimCity (2013) General Discussion
I don't know people are still playing SimCity 2013 or not, but this is the only game I still play from time to time. Coming to the point, In my city, High Wealth Tourists (in purple color) are coming from Ferry Terminals and Airship Hanger which is normal but they're going out of the city through cars, I've Maglev Stations all over in my city and Double-Decker Bus Terminal with Bus Stops. I've placed Ferry Terminals, Airship Hanger, Commercial Buildings, Landmarks, and Casinos all of them close to each other, Medium and High Wealth tourists are commuting between them on their feet but ONLY High Wealth Tourists are using cars to go out of the city and this thing is creating all kind of problems in my city from Police to Fire Fighting to Omega Deliveries to Student Enrolling, I don't know from where they're getting cars and why they're not using the same medium they're coming into the city, you can see the attached screenshot, there's congestion only at the incoming lanes with High Wealth Tourists. Any Suggestion?- 1 Reply
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Evening commute - "Max Time" implementable?
Kartenhaus posted a topic in SimCity 4 General Discussion
I have recently spent some time reading up on the inner workings of the Traffic Simulator, and so far I have a very positive impression. Due to the work of the NAM team in particular, it appears to be a pretty balanced system which has also been a real joy for me in actual gameplay. Great work there! Now I have recently realized one small thing, which I feel most of you might already know about. It's that evening commute trips appear to have no time limit whatsoever. What this means in an example, is: We can lay a short one way road towards commercial/industry zones so that there is a short enough morning commute. But for the evening commute we can create a ludicrously long one way road back, with something like 50 toll booths, so that we can make a really nice profit without repercussions (I tested this myself). All of this is possible due to the aforementioned missing time limit. Therefore I want to formulate the question: "Is there any way we can implement a maximum time limit for evening commute?" I found the technical information on "Commute Trip Max Time" here: https://www.wiki.sc4devotion.com/index.php?title=Understanding_the_Traffic_Simulator#Commute_Trip_Max_Time ----- Side note: Man it would be so nice if we legally got the full SC4 source code sometime in the future… -
im not good at English sorry.... sims only commute in one city or the closest part of neighbor city. they never commute to the most part of neighbor city and the next city (city size is medium, all same) i connected all cities with monorail and zoned with high density industry.
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Ferries, network speeds and the infinite commuter loop
monkeywater posted a topic in SimCity 4 General Discussion
I have pretty much neglected ferries the entire time I have had this game. A few questions: Are infinite commuter bugs possible with ferries? For example 4 separate islands, each on their own tile. Is it possible for ferries to set up an infinite loop between the islands What is the speed of the ferry network vs other networks? I have been unable to find many ferry terminal lots. Do these exist? Thanks

