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Cities skylines high unemployment available jobs
Cities skylines high unemployment available jobs





cities skylines high unemployment available jobs

Use this mod together with latest versions of UDON and Max' no-traffic-lights streets mods to have functional guides with the new streets. The guides at the edge are near the border. Using this variant, avenues are treated like rails, so guides are shown at a distance where you can draw a street and build a building on the street only. Rails are treated like the edge of the map: if you draw any type of street near a train/streetcar rail, the guides show you the distance for one building of the right density to be built on the new road.Ĭhose this variant and use it instead of the normal "Functional Guides" if you usually don't zone on avenues. If you place train or streetcar rails, the edge guides are near the border.Īs far as road-guides are concerned, this is what happens: whatever road is already placed, if you draw a new road, you'll have the guide at the right distance to build a building on the existing road and one on the new road, both of the density of those roads. If you're placing medium or high density roads/avenues, the edges are at the right distance to build a medium/high density building. This is a mod that modifies guides in order to reflect the road functionality.Įdge guides always respect the road density: if you're placing a dirt road or a low density street, the edges are at a distance that lets sims build a low density building. This appears to be a bug in the base game and I don't have the knowledge to fix it. For example a new Fire Engine Garage will add 10 low wealth and 2 mid wealth jobs per shift to a Fire Station however while this change is reflected in the rollover the Fire Station will not employ any additional Sims beyond it's starting value (10 and 3) and will report the same total jobs to the population details screen (26). There appears to be a bug with plopped buildings like the Fire Station where the number of jobs they generate doesn't take into account any upgrades you have added. This is why despite the Population Details screen saying you have zero unemployment and zero available jobs that not every job generating building will be full.

cities skylines high unemployment available jobs

In reality you may have unemployed Sims because they couldn't get to a job before giving up and going home. This is a simple A - B equation and does not represent the real state of affairs. The Population Details screen will tell you how many jobs there are vs how many workers you have. These are the numbers used by the employment statistics in the population details screen. If a building doesn't have opening hours then it's total job capacity is double the amount shown (day shift and night shift). The mod only shows the jobs available on the current shift. This mod now displays the number of jobs in a building as the game reports them. This is based on the original Extended Worker Data in Rollover mod however it removes the bug where the display added the number of workers in a building to the number of available jobs which made it appear as if more jobs were available than was actually the case.







Cities skylines high unemployment available jobs