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
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:
- 3