• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

tomdalton890

Sergeant
37 Badges
Nov 5, 2012
63
44
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Cities: Skylines
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Cities: Skylines Deluxe Edition
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
The sim seems to be a little off kilter since the last patch. I can't seem to get the number of commuters to come down or move into the city. After doing some tests with the unemployment rate to see if I could entice cims to go to further education, I had quite a high unemployment rate of 30%. This was pushed further by the 5/5 offices. I have halved the unemployment and kept unemployment focused on lower ed jobs so cims take up education instead. However the city has a stubbornly high number of commuters, about 20,000 in a city of 120000. Homelessness accounts for only 400 cims so I would have assumed that commuters would move into new residences, especially those placed close to an employment centre but all zoning does is increase the unemployment rate suggesting that cims moved in without a job. The number of commuters creeps up without any play or input as businesses fail and reenter - the fuel and chemical plant seem particularly prone to this - as I can see via info loom 450 or so jobs appear and be filled while the number of commuters ticks up. It appears that commuters take the majority of those jobs. There is also a high degree of underemployment but frustratingly, the commuters seem to be in the roles where underemployment is prevelant. Taxes range from 1% to 8% depending on where they are in the supply chain.

So basically finding the incentives and nudges to be contradictory. Industry and commercial profitability around 45%, office around 70% and some creep down to 5/5 with unemployment at higher ed levels around 6% so feel little incentive to increase office numbers and building residential to absorb commuters only increases unemployment. After testing it looks like I can deal with the underemployment by spamming offices, by building mini manhattans that are out of scale to the small germanic city but commuters continue to rise. Feels a bit stuck right now, am I missing something, is there a 'balanced' level of commuters?

Edit: tested the realistic workplaces and households mod and it appears to have kinda balanced the place. Commuters coming down even though there are thousands of unfulfilled positions, no manhattans necessary, been able to delete place holder F-it that'll do work places :)
 
Last edited:
  • 3Like
Reactions:
The prevailing theory seems to be the 5/5 bug is actually a feature intended to help the player cull unprofitable businesses.

I observe in my save a very high average office profit, but a tendency for polarization. Something like 40% unprofitable (0%), 20% profit (100%) and 40% highly (200%).

It also seems like media is the most affected by the job loss (and least profitable).

My hunch is they added another hand hold mechanism that was intended to reduce the employee cost in order to increase per building profit.

I really don't agree with it, and like you have found many gotchas so hopefully late month (20-28th) we get another patch.
 
  • 1
  • 1Like
Reactions:
Huh, that’s interesting. I wonder what productivity will look like after deleting so many workplaces no longer needed post mod. If it has risen, it might be the case that the number of workers in vanilla industry and office could do with a boost so they meet employment demand but not cause overproduction and lack of profitability
 
  • 1Like
Reactions:
The prevailing theory seems to be the 5/5 bug is actually a feature intended to help the player cull unprofitable businesses.
(...)
My hunch is they added another hand hold mechanism that was intended to reduce the employee cost in order to increase per building profit.
The question is whether a "feature" which isn't mentioned in any way, nor is explained and additionally is working counter-intuitively doesn't qualify as bug.
 
  • 2
  • 1Like
Reactions:
The question is whether a "feature" which isn't mentioned in any way, nor is explained and additionally is working counter-intuitively doesn't qualify as bug.
I call it a bug and have documented my experience:


If you have details on commuters and have a save file with reproducible results, please add it to this ticket- the issues seem to be related and interdependent.
 
  • 1
  • 1Like
Reactions:
The sim seems to be a little off kilter since the last patch. I can't seem to get the number of commuters to come down or move into the city. After doing some tests with the unemployment rate to see if I could entice cims to go to further education, I had quite a high unemployment rate of 30%. This was pushed further by the 5/5 offices. I have halved the unemployment and kept unemployment focused on lower ed jobs so cims take up education instead. However the city has a stubbornly high number of commuters, about 20,000 in a city of 120000. Homelessness accounts for only 400 cims so I would have assumed that commuters would move into new residences, especially those placed close to an employment centre but all zoning does is increase the unemployment rate suggesting that cims moved in without a job. The number of commuters creeps up without any play or input as businesses fail and reenter - the fuel and chemical plant seem particularly prone to this - as I can see via info loom 450 or so jobs appear and be filled while the number of commuters ticks up. It appears that commuters take the majority of those jobs. There is also a high degree of underemployment but frustratingly, the commuters seem to be in the roles where underemployment is prevelant. Taxes range from 1% to 8% depending on where they are in the supply chain.

So basically finding the incentives and nudges to be contradictory. Industry and commercial profitability around 45%, office around 70% and some creep down to 5/5 with unemployment at higher ed levels around 6% so feel little incentive to increase office numbers and building residential to absorb commuters only increases unemployment. After testing it looks like I can deal with the underemployment by spamming offices, by building mini manhattans that are out of scale to the small germanic city but commuters continue to rise. Feels a bit stuck right now, am I missing something, is there a 'balanced' level of commuters?

Edit: tested the realistic workplaces and households mod and it appears to have kinda balanced the place. Commuters coming down even though there are thousands of unfulfilled positions, no manhattans necessary, been able to delete place holder F-it that'll do work places :)
Yep, I have this exact same issue in my city with commuters. Unemployment rate is at 15% and rising and I thought adding more residential areas would make commuters move in but instead I got new unemployed residents.

I've just been deleting commuters as I see them but there are 20K of them so I can't just continue doing that. I tested with Realistic W&H mod but it's a bit too much and it just added thousands of unfilled positions so I removed the mod from my playset.

It's a bit frustrating. I hope someone comes up with a "Bye Bye Commuters" mod while CO is on their annual 10-month vacation.
 
  • 2Like
Reactions:
There are a lot of buildings with 5/5 office employees its a bug.
If I was having problems with my office industry they should be abandoned buildings instead of 5/5 employees.
Maybe i have no problem and the game is just bugged.
 
  • 1Like
Reactions:
Yeah, the 5/5 employees in a huge office building (even landmark buildings) is an annoying bug for sure. Doesn't seem to happen to software buildings though. Guess ChatGPT didn't take over in CS2.

Edit - actual just found a software building with 5/5 employees, 5/5 level and 166% efficiency.
It doesn't seem to matter at all what they are consuming or producing. Seems to happen relatively quickly too.