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Arararamba

Second Lieutenant
9 Badges
Apr 19, 2025
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I just made a new district with about 7000 households. But all the newcomers where all new and not commuters that already has job in the city. They all jumped in to unemployment right away. They are the ones that I don't need. I set the tax rate for uneducated and poorly to 30% and for educated and well educated to -10%. I'm giving this guy's money to move in. It's a perfect city where all there needs are meet. I have abundance of everything. I'm constantly watching infoloom the workforce and the workplace view. It's totally unbalanced. I got 6k unemployment in poorly educated while while educated and well educated commuters make up 15,5k. I want last mentioned to move in so they pay tax and consume commercial products. I got 66k jobs and 48k employed. 18% unemployment in I can't get rid of this witch essentially is poorly educated. Does any one now how to get rid of the residents that are not needed and get the south after ones in? I got Developer mode but I didn't find anything useful there.
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There was a guy that wrote in another forum back in 2023 that commuters gets exchanged by ones own residents but it takes 8 hours (real hours) for this to happen. It's extremely hard to test this out since there is a constant shrinkidge of jobs and i have to replanishe by bulldozing. So there will be a major shifts in the city and its hard to keep track of what is what. Also and more importantly how want to do this 8 hours.

I think its a bug or two. The poorly educated always is the majority of the unemployed. Even if the get 30 tax and there isn't any jobs and would never be.

I hade a city with zero connections and city names at the edge of the city. But still I got commuters. According to info loom.
 
You didn't mention whether you are educating your own residents. Do you have enough schools at all levels for the number of citizens that can go to that level of schooling? It's also possible the number you are looking at includes people who are actually going to school. Since the population for elementary school (uneducated) is so high, that could lead to your overabundance of uneducated unemployed.
 
Wait once they spawn and then there are residents that qualify for their job positions, do they get fired and replaced by locals or do they forever take up that space? I have this same exact issue and they just pile up
 
I don't think anything in this game is quite that "static". Everything is always changing. Employees look for new better jobs. Companies look for better suited employees. An employee can fill a job that is below their schooling but not above it. If there are a lot of high education jobs being occupied by people coming into the city to work, over time they will be filled by the local work force as long as there are some who are educated enough to fill those positions. But, because everything is ever-changing, it's not something that can be seen easily. If you make the change, over time you will begin to see a difference as long as nothing else changes. But things always change. Companies hire and fire employees based on how well they are doing and whether they level up. Employees get old and retire and new citizens take their place. Some move in. Others are born in the city. So, its very complicated and the number of people coming into the town for work will never be zero. But you can influence it by making sure you are educating your local population for the level of jobs available in your local economy.
 
Wait once they spawn and then there are residents that qualify for their job positions, do they get fired and replaced by locals or do they forever take up that space? I have this same exact issue and they just pile up
If a commuter becomes elder, they get deleted. Or if their happiness is low, they might move out, just as an ordinary resident. Commuters don't free up work place voluntarily.
 
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Every time when a job is created and there isn't any local worker matching the job, then there is a chance that a commuter gets spawned. When it gets spawned they will will get stuck and there is only one way to get rid of them. Bulldoze all buildings that holds employees. Then remove extra companies in dev mode. Then rebuild carefully so that you dont create jobs can't be taken by the locals.

I got a aha moment when I did this. My city bacame half its former size when at 10 unemployment.
 
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Every time when a job is created and there isn't any local worker matching the job, then there is a chance that a commuter gets spawned. When it gets spawned they will will get stuck and there is only one way to get rid of them. Bulldoze all buildings that holds employees. Then remove extra companies in dev mode. Then rebuild carefully so that you dont create jobs can't be taken by the locals.

I got a aha moment when I did this. My city bacame half its former size when at 10 unemployment.
Oof that's tedious. I wish we had dev mode commands or mods that remove all commuters.
 
Every time when a job is created and there isn't any local worker matching the job, then there is a chance that a commuter gets spawned. When it gets spawned they will will get stuck and there is only one way to get rid of them. Bulldoze all buildings that holds employees. Then remove extra companies in dev mode. Then rebuild carefully so that you dont create jobs can't be taken by the locals.

I got a aha moment when I did this. My city bacame half its former size when at 10 unemployment.

Well... workers don't last forever; they will retire at some point. I hope the commuters do this and if they do, then eventually as that employee quits their job a local worker could take their place I suppose.
 
Well... workers don't last forever; they will retire at some point. I hope the commuters do this and if they do, then eventually as that employee quits their job a local worker could take their place I suppose.
Yes. If one commuter dies and at the same time there is a matching unemployed local worker then that should be the case in theory. But this doesn't happens in such a rate that it would solve the problem. Kep in mind that I hade 15 k commuters after manymany hours of play. All this time I hade constant unemployment in the higher educations levels. 15k is huge number.
 
I think there may also be a synergy in this effect with the 5/5 bug where high level workplaces slowly erode the number of available jobs, which makes the effects of commuters worse. If I'm seeing this correctly it may also explain some of the high churn in residents with massive moved in and moved out numbers as well as unemployment going way up and causing other issues. And if the business is a supplier of another industry sector I bet that would have knock-on effects.

My own pet theory is there's also an effect of the broken tourism bug.
 
I think there may also be a synergy in this effect with the 5/5 bug where high level workplaces slowly erode the number of available jobs, which makes the effects of commuters worse. If I'm seeing this correctly it may also explain some of the high churn in residents with massive moved in and moved out numbers as well as unemployment going way up and causing other issues. And if the business is a supplier of another industry sector I bet that would have knock-on effects.

My own pet theory is there's also an effect of the broken tourism bug.
What's the tourism bug? Is it the excessive hotel demand?
 
What's the tourism bug? Is it the excessive hotel demand?
So basically either the number of tourists is deliberately nerfed (for performance?), or there is a bug preventing them from showing up. But even with an attractiveness of the max 100, tourists show up in anemic numbers. For example I have a city of 1.2 million. It may see between 300-800 tourists total, which is an incredibly small number for a city this size for all the attractions.

The problem with this is that it's the tourists who would presumably be patronizing the hotels. So frequently the hotels have almost no occupancy. Take this specimen, even with a -1% subsidy for lodging.


The hotels will continue to fail and the businesses in them will churn and put people out of work. Note that this hotel has 1,017 employees. The business eventually collapsed because there wasn't enough demand for the business. I am sure this behavior changed because originally tourism worked in the game.

The knock-on effect I suspect is that it will hurt demand for the food sector as well. There could be other issues that this could cause, but I expect there'd be a general lack of potential income from tourists.
 
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But even with an attractiveness of the max 100, tourists show up in anemic numbers. For example I have a city of 1.2 million. It may see between 300-800 tourists total, which is an incredibly small number for a city this size for all the attractions.
The number of tourists doesnt scale with population, but is only a function of attractiveness.
 
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The number of tourists doesnt scale with population, but is only a function of attractiveness.
That is fine in early game but it actually then makes the lodging sector of the economy irrelevant if it does not scale, especially given the lodging capacity of the unlockable hotels (which are far and above those that actually spawn). On top of that the room rate (because of the lack of other hotels that spawn) is incredibly high and that almost certainly saps demand.

Since the grand hotel unlockable has over 1,000 rooms, for example, if a city never has over that many tourists now that means all hotels will fail.

And we can tell this isn't supposed to be by design because there is the Welcome, One and All! achievement that pops if you have 6000 or more tourists in a city. That's impossible now. (I got this achievement early on)
 
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