How is your unemployment?
I would like to include the pre-patch information from my backup save.
Pre-patch: A population of ~72k, 12.4% unemployment (~8.9k unemployed people).
Post-patch + around 1 in-game year of simulation: A population of ~128.8k, 54.7% unemployment (~70.5k unemployed people). Note the ~14k people who chose not to work despite the job availability.
So funny that the number of people who decided not to work (~14k) almost matches the disappeared office positions (~12k). The discrepancy (of ~2k) is likely to new educated people moved in and find themselves unemployed or is studying (but student is considered an occupation??? Or maybe I should only count the people in my university and college which kind of plug in the 2k gap perfectly), please let me and dev know if you think otherwise. Anyway, I believe this make sense since office workers are likely educated and prefer not to reemploy themselves in factories and stores.
I think office is the main culprit for the overall city income lose, not the lazy people who do not work in the first place (separated issue or bug for the other ~56k people). I think the ~56k group is why my resident tax does not increase with population growth (not the loses). A temporally increase in July 2032 in residential matches the time I just bulldoze reset the rest of my office (70% of what is in the city):
However, some people notice that despite the positive trend, they still lose money:
https://forum.paradoxplaza.com/forum/threads/loosing-money-on-positive-trend.1691104/. All I can say for now is I kind of have that also, but not confirmed. I have adjusted everything until +500k a month, but my fund is stuck at >400k for 2 months now. Nevertheless,
@Adwozo 's mod indeed stabilize the income well enough; I don't really notice that anymore. Maybe more simulation time while disabling
@Adwozo 's mod is needed.
P.S. Please ignore the dip in industry around 2032, I was just attempting if bulldozing factories solve the material goods flow or not. Also, building more factories brings back my residential tax income. Also, the way the city statistics are represented is stacked, hence, separated graphs for data I want to differentiate.
Why also the residential though? People getting unemployed and become homeless also affecting the residential tax side:
but I do recognize a flood of uneducated homeless as well (this is the same park), they are likely the other ~56k group:
There is already a thread regarding the flood of homeless:
https://forum.paradoxplaza.com/foru...remely-high-crime-rate.1691846/#post-29731666. Some say it's the destruction of the residential building that cause this, but I can't replicate the bug for now (in the post patch save). Everyone in my post patch save + 1 year of simulation can immediately find a new home as long as they have jobs and spaces available, which for the latter I definitely have. I guess in this reply I am mentioning so many convoluted bugs.
Edit: Add mention on the other income bug.