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Please explain how homeless is fixed. Adding housing, homelessness goes up, adding jobs, it goes up, adding services, it goes up. NOTHING brings it down. DONT EVEN DARE PLACE A PARK! Instant increase! Soccer fields almost instantly get 70 homeless moving in on placement. Kinda pathetic that after 9 months, yall cannot seem to nail this... Good luck with the asset editor...
 

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Please explain how homeless is fixed. Adding housing, homelessness goes up, adding jobs, it goes up, adding services, it goes up. NOTHING brings it down. DONT EVEN DARE PLACE A PARK! Instant increase! Soccer fields almost instantly get 70 homeless moving in on placement. Kinda pathetic that after 9 months, yall cannot seem to nail this... Good luck with the asset editor...
Honestly till now I can't agree. The new city I build yesterday didn't had any homeless people so far. Ofc I only played for around 2 hours and didn't placed any park yet.

Curious how it will be later, when I'm home and work more on my new city
 
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Please explain how homeless is fixed. Adding housing, homelessness goes up, adding jobs, it goes up, adding services, it goes up. NOTHING brings it down. DONT EVEN DARE PLACE A PARK! Instant increase! Soccer fields almost instantly get 70 homeless moving in on placement. Kinda pathetic that after 9 months, yall cannot seem to nail this... Good luck with the asset editor...
Homelessness won’t go away entirely. How does your homeless/population ratio increase or decrease over that same time period? It looks like you currently have 2% homelessness, if you go back in time is that percentage smaller?
 
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Hello! After the update, the simulation in the game does not start. Has anyone else experienced this?

On large cities the simulation may freeze at first launch after updates to the simulation. Pause the game, wait 20 seconds and unpause. Things may start moving again.
 
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On large cities the simulation may freeze at first launch after updates to the simulation. Pause the game, wait 20 seconds and unpause. Things may start moving again.
I think, it can take a lot longer.

I have opened a save with 400000 cims from December. According to the dev mode the simulation in this city run on my computer with about 10-15%, so everything was more than slow. A reason why I did not play it anymore.

When I now started the simulation the speed went down to 0.000001 or something like that. A movement of cars and pedestrians was not visible. I decided to let it run nonetheless. After about 25 minutes the speed was at 0.50 to 0.65 so much faster than in December. But it took some time for the game to catch up.
 
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@co_avanya ,

Loving the new patch! The assets are fun and the game just seems to run better. I am noticing a few things which generate some curiosity.

This image depicts something strange in how the game (or this mod?) reports employment/unemployment among uneducated workers. In this image, for example, there are 4K workers filling jobs at the uneducated level. 328 of those are commuters. The workforce screen from the InfoLoom mod by @Bruceyboy24804 shows 2.5K uneducated workers. 1.4K of them are employed and an additional 1.1K uneducated cims are unemployed. So I'm guessing, therefore, that of the 4.0K jobs available at the uneducated level, 2.5K are held by poorly educated or higher educated workers? Is it reasonable to conclude, therefore, that I need to build another 4-5 3x4 buildings of affordable housing, along with hundreds of additional cells of industry in order to employ and house all those workers?


I'm also wondering about the only 10 uneducated cims which are recorded as being unhoused. That suggests there are roughly 1K uneducated and unemployed cims still living in their parents' homes. You may also notice that there is a discrepancy between these two screens in reporting unemployment percentages. The game (and the InfoLoom mod's "Residential" screen) is reporting unemployment at 7% -- but the workforce screen shown here reports 4.4% total unemployment (while also showing the grossly high unemplyoment in uneducated workers at 42.2%).

Is it possible that the game is reporting children and/or teens as workers, which would lead to the 3K unemployed uneducated and poorly educated worker number shown here?

1742668414395.png


Also attaching the game file as well.

p.s. also ... I'm not zoning ad nauseum at the moment because I have a bunch of industrial and offices that I'm waiting to level up to see how that affects the overall picture.

1742669219443.png
 

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@co_avanya ,

Loving the new patch! The assets are fun and the game just seems to run better. I am noticing a few things which generate some curiosity.

This image depicts something strange in how the game (or this mod?) reports employment/unemployment among uneducated workers. In this image, for example, there are 4K workers filling jobs at the uneducated level. 328 of those are commuters. The workforce screen from the InfoLoom mod by @Bruceyboy24804 shows 2.5K uneducated workers. 1.4K of them are employed and an additional 1.1K uneducated cims are unemployed. So I'm guessing, therefore, that of the 4.0K jobs available at the uneducated level, 2.5K are held by poorly educated or higher educated workers? Is it reasonable to conclude, therefore, that I need to build another 4-5 3x4 buildings of affordable housing, along with hundreds of additional cells of industry in order to employ and house all those workers?


I'm also wondering about the only 10 uneducated cims which are recorded as being unhoused. That suggests there are roughly 1K uneducated and unemployed cims still living in their parents' homes. You may also notice that there is a discrepancy between these two screens in reporting unemployment percentages. The game (and the InfoLoom mod's "Residential" screen) is reporting unemployment at 7% -- but the workforce screen shown here reports 4.4% total unemployment (while also showing the grossly high unemplyoment in uneducated workers at 42.2%).

Is it possible that the game is reporting children and/or teens as workers, which would lead to the 3K unemployed uneducated and poorly educated worker number shown here?

View attachment 1270026

Also attaching the game file as well.

p.s. also ... I'm not zoning ad nauseum at the moment because I have a bunch of industrial and offices that I'm waiting to level up to see how that affects the overall picture.

View attachment 1270030

continuing ... 945 unemployed uneducated workers ... but 310 uneducated commuters ...

???

¯\_(ツ)_/¯

1742686961212.png
 
Did a quick test and sadly the out of the box global illumination setting is still not fixed resulting in glowing trees at night. This has been an issue since release.

I did a bug report on this a while ago, so if people want this fixed at some point, please give it another upvote over here
View attachment 1267599
How are you complaining, that's beautfiul.

:p
 
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Sometimes, to fix a bug, we might need more information on why, how, and where it happens, so if you're still experiencing this bug, please report it to our Bug Report Forum!

Edit: We suspect that the crash was related to something that we fixed in this patch, but we were unable to reproduce it. As mentioned before, please report it to our Bug Report Forum if this is still something that you experience!
Is there an built-in feature that sends a report to you when a crash or bug happens, or do players have to manually report everything? If there is one, how do I enable it?
 
Reduced cloudiness and rain by approximately 20% for Great Highlands, Lakeland, Mountain Village, Tampere, Sweeping Plains, Windy Fjords, Archipelago, Barrier Island, River Delta, San Francisco, and Waterway Pass.
Does this reduction in cloudiness and rain apply only to the climate of the existing maps, or does it also affect the template climates available in the map editor? If it's the latter, would that mean all fan-made maps using those templates will have their climates changed as well?
 
Please explain how homeless is fixed. Adding housing, homelessness goes up, adding jobs, it goes up, adding services, it goes up. NOTHING brings it down. DONT EVEN DARE PLACE A PARK! Instant increase! Soccer fields almost instantly get 70 homeless moving in on placement. Kinda pathetic that after 9 months, yall cannot seem to nail this... Good luck with the asset editor...
They have corrected the removal mechanics, but we also have to be cautious when redeveloping. You can't just dezone entire blocks and not expect to be left with hundreds or even thousands of newly unhoused cims. It's also necessary to provide transit to the edge of your city. If a cim has no job, how might you expect them to be able to pay a toll on a bus? In my cities, I subsidize free mass transit across the city.

Similarly, they've turned off the firehose of newly unhoused adult cims who can't find work or affordable housing. Before, when cims became adults they were automatically kicked out of their parents' homes. Now they stay until they have saved enough to afford their own home and if they can't find one they will move off-map and become commuters.

Here are two saves that seem to have solved the problem:
  • My Sashaway County save is located here: https://mods.paradoxplaza.com/mods/90111/Any - Using that tax system, I have the number of unhoused cims down to 0.6% of the population (1,195 out of 200k+) with unemployment post-anniversary-patch around 6-7%.
  • Another vanilla save that I've viewed is Middlesfjord by Sunny Scunny: https://mods.paradoxplaza.com/mods/80658/Any- I believe that city has over 100K with unhoused percent rate at 0.1% (my working memory may be off there, however).
----------------------------------------------- perhaps TLDR -----------------------------------------------
They underlying logical problem in the game is that if you build nice cities with lots of services and amenities, cims will want to live there. That means that even when they become unhoused, persuading a cim to want to leave is challenging. Also, (I believe) that cims tend to look for homes that correlate with their education level and earnings. Also, we tend to zone in a way that reinforces this ... lower-density and affordable housing near industry areas and high-density residential mixed in with office towers, etc. etc. -- so pathfinding has something to do with this as well. An uneducated cim, obviously will not be able to afford to live in a high-density apartment building, nor will there be one located near their job working in an ore mine. Conversely, better-educated cims with office jobs will tend to prefer high-density residential towers for their domiciles.

Two things can help with this general problem: (1) build a breadth of housing that roughly correlates with your economic sector choices; and (2) adopt a tax regime that provides some negative extrinsic motivators to leave the city when they become unhoused.

With respect to the latter...
  • I tend to set taxes for all of my job sectors based on the revenue they generate. Higher-generating sectors I tax closer to 10% and lower-generating sectors I tax closer to zero or even negative if necessary. My goal is a balanced, self-sufficient economy that doesn't have to rely on many imports. Offices, I tax at 7-8%.
  • I use a progressive tax system for residential ... generally-speaking, I tend to avoid an overly office-oriented economy, so I always have a higher number of unhoused highly educated workers. Also, education level tends to correlate with earnings, so I tax the highest educated workers the most and uneducated workers the least.
Here is a screen cap showing what this looks like in my city:
1742838516846.png


Hope this helps!
 
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You can't just dezone entire blocks and not expect to be left with hundreds or even thousands of newly unhoused cims.
I actually really enjoy this mechanic. It forces me to put thought into how I zone my city and plan the infrastructure and services, because I know there are consequences to taking people’s homes after they have moved in. If I find out I need to retrofit additional infrastructure into a built out area of my city, I have to do so carefully so I minimize impacts to surrounding properties. It’s a fun problem to solve and feels realistic.
 
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They have corrected the removal mechanics, but we also have to be cautious when redeveloping. You can't just dezone entire blocks and not expect to be left with hundreds or even thousands of newly unhoused cims. It's also necessary to provide transit to the edge of your city. If a cim has no job, how might you expect them to be able to pay a toll on a bus? In my cities, I subsidize free mass transit across the city.

Similarly, they've turned off the firehose of newly unhoused adult cims who can't find work or affordable housing. Before, when cims became adults they were automatically kicked out of their parents' homes. Now they stay until they have saved enough to afford their own home and if they can't find one they will move off-map and become commuters.

Here are two saves that seem to have solved the problem:
  • My Sashaway County save is located here: https://mods.paradoxplaza.com/mods/90111/Any - Using that tax system, I have the number of unhoused cims down to 0.6% of the population (1,195 out of 200k+) with unemployment post-anniversary-patch around 6-7%.
  • Another vanilla save that I've viewed is Middlesfjord by Sunny Scunny: https://mods.paradoxplaza.com/mods/80658/Any- I believe that city has over 100K with unhoused percent rate at 0.1% (my working memory may be off there, however).
----------------------------------------------- perhaps TLDR -----------------------------------------------
They underlying logical problem in the game is that if you build nice cities with lots of services and amenities, cims will want to live there. That means that even when they become unhoused, persuading a cim to want to leave is challenging. Also, (I believe) that cims tend to look for homes that correlate with their education level and earnings. Also, we tend to zone in a way that reinforces this ... lower-density and affordable housing near industry areas and high-density residential mixed in with office towers, etc. etc. -- so pathfinding has something to do with this as well. An uneducated cim, obviously will not be able to afford to live in a high-density apartment building, nor will there be one located near their job working in an ore mine. Conversely, better-educated cims with office jobs will tend to prefer high-density residential towers for their domiciles.

Two things can help with this general problem: (1) build a breadth of housing that roughly correlates with your economic sector choices; and (2) adopt a tax regime that provides some negative extrinsic motivators to leave the city when they become unhoused.

With respect to the latter...
  • I tend to set taxes for all of my job sectors based on the revenue they generate. Higher-generating sectors I tax closer to 10% and lower-generating sectors I tax closer to zero or even negative if necessary. My goal is a balanced, self-sufficient economy that doesn't have to rely on many imports. Offices, I tax at 7-8%.
  • I use a progressive tax system for residential ... generally-speaking, I tend to avoid an overly office-oriented economy, so I always have a higher number of unhoused highly educated workers. Also, education level tends to correlate with earnings, so I tax the highest educated workers the most and uneducated workers the least.
Here is a screen cap showing what this looks like in my city:
View attachment 1270993

Hope this helps!
Those residential tax rates are brutal. I usually keep my highly educated taxes at 6% and subsidize uneducated at -10%.

Most of the income in my city comes from taxes from offices.
 
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Those residential tax rates are brutal. I usually keep my highly educated taxes at 6% and subsidize uneducated at -10%.

Most of the income in my city comes from taxes from offices.
Yes -- I actually kind of shocked myself when I opened up that screen. For some reason, I thought I had taken a more thoughtful approach, with the levels much lower for uneducated and poorly educated. It may be I cranked things up after the anniversary patch to keep the unhoused numbers low while rebalancing RICO. I can lighten up now that the transition is mainly complete.

I have seen other builds that use not quite so aggressive tax structures. But I've also found that it's hard to push office tax rates much higher than 7-8%--and I'd rather create a more generous business environment, so as to keep unemployment low.