can you do a guide, to the educational system/small non-educated work/business.. for not having non educated workers.. that is my issue, is that i cant have work and business for non educated, cuz they all go to school and get educated.. so the smalll business wont thrive. cuz they have no workers.. well they have well-educated and high-eucated.. but i dont find that very good for income
One thing you didn't mention (unless I missed it) is that lots of the base industry buildings want uneducated workers. So, if you educate everyone, they can then complain that they can't find enough workers because people are too educated. But, if you turn on the Industry 4.0 (or whatever it's called) policy, then all the industries will want educated workers instead so you can just educate everyone and it will be OK.
I actually have the same problem and I was about to create a residential district without high school. Thanks for mentioning the Industry 4.0 policy, which saved me from doing that. I should have thought that as an industrial engineer :)
Won't you still need uneducated workers to fill the ore, oil, fishing, Timber and agriculture jobs ? So you still probably should have some uneducated workers
Thank you for this! I was hoping the video would address this situation, but at least it was in the comments. I was trying to create a farming industry as I had some good fertile land, but it was right next too my most educated, desirable area in my city, but no matter what I tried I couldn't keep enough uneducated citizens in that area to fulfill the need of the district. I will have to try this when I get back to my city, I had almost given up on this city because of that so this may be my saving grace!
I have some huge problems with education, I have nearly 17,000 people and only around 26 percent of my people are uneducated but the shops keep complaining about not enough educated workers.
im fairly new, my main city just hit 45k population, and whenever something comes up like more educated workers or goods or anything I just delete the building and let a new one spawn in.... great video will help alot :D
The only thing I prefer to avoid is having residential directly next to a lot of commercial buildings as the noise pollution tends to be quite high and increases amount of medical needs with the residentials next to the commerical area.
I think it is good to have residential next to low commercial density because low density commercial doesn't create noise pollution like high density does
@@benzagorski9105 Exactly. I'll place some low commercial zoning near residential. Usually for every three blocks of residential I'll put a zoning for at least 5 commercial shops.
Eff that, they'll live next to the 24/7 noise club and the cargo terminal and like it. If they don't, I'll change their all the names of the complainers to "Fartface McGee", change the district name to "Whinertown" and cut off their water supply. If anyone else in the district has any problem with that, it's family McGees and Whinertowns fault, once they see the error of their ways the rest of the city can have their water back. What are they going to do? Vote for my opponent? There is no opponent! Move? My taxes are low, the unemployment is next to zero, the crime rate is abysmal (being a cop in my city is the most boring job there is) and you don't need a car to live in it! People would kill to live in my city and they will once they have no water and hear that it's because Whinertown and the McGees had the audacity to question any policy I made!
Transportation is key in most of this. Subways (and trains) allow for people to live in one area, work in another, and shop in another without problems. It also can help to to balance out worker types (educated vs uneducated) to different districts by making it possible for your sims to get to work wherever the work is. So your metro line was good, but adding one more stop in your "new:" residential area at one end, and extending the other end into your industrial area would have given even a bigger overall boost. It would make it possible for all people to get to all things without a car. In real life, larger downtown cores never survive without transport, and commercial districts need the same.
Just started playing the game but I had it on my wishlist for a while. I absolutely fell in love with it. Right now I’m at 25,000 population and just built my own freeway along the coast. I’ve also fallen in love with your content, your videos are just so enjoyable and educational. Thanks a lot!
I love seeing how beautiful your cities look. I can't get to that point. It's either working well and horrible or looks good and goes down to 50% traffic and I just re-start again, lol. The game's development (of the city) speed and direction kind of plays mind games with you if you're a new player. I'm going to try do it once again, and do it well for once.
With traffic learn lane mathematics like if you have a one lane road going on to a two way road you should make it a three way road that helps with merging and what not if your on pc get traffic manager
I am very new to this game and still learning. Your videos have been amazingly helpful. I call you "the bob Ross of city skylines" because your voice is so calm and relaxing. Thanks for all the help
You should change the roads around the residence that's noise-sick to roads with grass or Trees as those types of roads prevent street parking. If noise-sick residences are directly adjacent to commercial areas, then try placing trees inbetween them.
Schools, jobs, and entertainment areas to draw in people ready to spend money are very important and should always be remembered when first constructing your cities. If it's not conducive to the environment at the time, STILL PLOT OUT THE AREA FOR IT. trust and believe, you will be back to add it in😆
This clear, concise problem solving tutorial is great! You have a real knack for presenting information in an interesting, meaningful and pleasant style!
Plan out an industrial area with immediate access to the highway or a straight shot to commercial properties as they need to offload goods. As you build commercial zones, you need to be mindful of both consumer pathing AND goods delivery. Generally I have highways or interstates cutting through my cities, with industries planned out in blocks with one way streets leading to the highway or fastest route to a commercial district. Adding an industrial terminal can help your industry sell goods, but you then have to bear in mind that out of town industrial deliveries will now be offloaded from your city entrance to your railway. Plan accordingly and you will flourish.
One issue with education is that people simply aren't patient enough. It takes time for families to have children (a big one people simply don't think about) and have them go through the education system. It's not something you can fix by simply placing a ton of schools, but that's what many new players on reddit think is needed. But it also comes down to zoning. Many new players start with everything unlocked and only zone high density. Families prefer low density residential. When two young adults or adults meet up to form a family, they want to move to a LDR, not being in HDR. Some will stay in HDR and have children, others who can't move to LDR simply move out of your city, and then you have a bunch of your population never going through your education system.
This is why I leave my game running on cheetah while I detail and beautify ... gives time for everything to level. Then I can come back in and balance the RICO out.
Please do industries next. I have an oil zone surrounded by residential along with bus services to and from and everything is still under-staffed and I can’t figure out why and google is entirely unhelpful. Great video thanks for the tips!
Not sure if I have understaffing problems in my industrial areas, but I've also noticed no one ever uses public transport to get to industrial zoning too like the metro station I have in my oil district literally gets 0 users per week
Just get rid of private cars by building highways from the outside world to industrial and then on to commercial but very few if any roads between commercial and residential. People will walk and ride bikes to work if you build ped and bike access instead of car roads.
because of your tutorials, i started my 5th town with more road hierarchy planning in mind, I am now about 7k population and my traffic is at 94%. The lowest was 91%.
Did you know you can view traffic routes for an entire district just like you can for a road segment or building? It's very handy to get a broader understanding of the traffic coming into an area.
Goods is probably because super bad traffic and death wave is because you zoned everything at the exact same time and you don’t have any death capacity
The death waves are such a stupid problem, caused by Cims being "born" when they move into your city. Citizen lifecycle rebalance mod makes it make sense, so people moving in are actually different ages.
As you improve your education system and the housing levels up, you can arrive at a reverse problem: not enough UNeducated workers and higher levels of unemployment due to higher educated workers not finding jobs. I solve this by keeping the supply/demand balance for education in the yellow band, so that I always have a percentage of uneducated and less educated workers. I also use the employ all workers mod which forced businesses to place over-educated workers. I don’t think that’s a wholly bad thing as we see it regularly in real life. But how do you approach this challenge of not enough uneducated workers?
If you use offices and commercial, they can all take in enough educated workers at level 3. You need to get them to level up. So, I add services near offices and commercial (parks, schools, fire, police, public transit, post office, etc.) So basically to solve the overeducated worker problem, I level up the workplaces. But industrial is a different problem. I usually put a residential area near industry with the ‘schools out’ policy to help keep some workers undereducated
@@beastateverythin I do this as well. I usually keep a few blue collar neighborhoods that will help support the industries and the lower level commercial around town and make sure I have good public transit that can get them to areas that would otherwise struggle with having enough low-educated workers.
@@beastateverythin another problem is specialized commercial, like tourism and leisure. AFAIK these will take only uneducated or at most high school level education and I’ve ran into not enough uneducated workers problems there too
@@beastateverythin Yup ... I do something similar ... I have two vanilla industrial districts, one with regular industry and the other 4.0 because they take higher educated workers. Also, services as you mention AND low density commercial. I think it's one of the more interesting conundrums in the game that actually models real world experience in urban centers.
Subway systems in CS are over-powered. I'll put bus lines in all over, get like 1k a week from a city of 50k, but if I add a subway it will get like 2k-4k a week in the same city (busses still in use). Thanks for the video. Unemployment and worker issues are always cropping up for me. Still perfecting zoning.
Just an FYI another way to solve not enough customers is to bring in more tourists into that part of the commercial area via, Intercity bus, train etc.
A thing that I realized eis that the city needs to be born as an industrial city, with bon qualified jobs. And then you start to put schools. As long as the time passes, you'll see more educated people, so you can start placing more commercial areas (because industries will demand these areas too), and you will evolve the commercial to high density commercial and offices as long your citizens evolve in education. Maybe I'm wrong, but I think I'm doing good with this strategy. It's a strategy which demands good patience.
You see I never really usually build that many colleges I always put them kind of around downtown maybe one or two and decorate a nice college campus area, and in the suburbs I only go up to high school because I usually put my suburbs near the factory districts and I would expect people to work in a factory to not have a college education
one frustrating thing about the "not enough customers" issue is that it can pop up even in areas with good transportation and more efficent land use. What i've learned is that if your entire city is oversaturated with commercial, even if single areas are well managed, the issue will pop up.
In a nutshell, Not enough Workers and customers is population issue, not enough goods is not enough generic industries or offices or easy access to them. Not enough educated workers is u need a well rounded education system.
@@G59forlife. When you have no residential demand, usually it means you are building residential somewhere. Laid down a residential block it is slowly trying to build up. Try parks, service it helps speed up development.
@@G59forlife. go to your city statistics and look at Residential, commercial and industries you build in chart. I think you may need commercials. On console no mods just go to your menu.
yes you need all three, elementary, high school, & university, once you have all three you still need to wait for a few minutes after that observe your offices & commercial building grow & it should fix itself
I try not to zone multiple commercial together, i often spread them out because it’s more accessible for people who live near it than having to drive to the commercial area creating traffic.
I've found that usually a block of commercial as a buffer has been enough to keep the cims happy. The exception being my ore & oil industries, which I need a decent buffer b/c they're so loud. Xbox as well.
Question i notice you often connect roads directly to roundabouts wich has a 90 degree turn upon entering and exit, i see other players like to split the road as it connects to the roundabout, is there a reason why some players connect directly ? Im on console and i tend to split as i connect to a roundabout as i get better flow and higher capacity. Edit: perhaps appropriate roundabouts, size, capacity, location.. Maybe a usefull tutorial for many? :)
It has to start from the ground up, starting with grassroots support and amenities that warrant more citizens that are more educated and wealthier. That's why I always make sure I place adequate and basic services first, in every residential and commercial zone I make in any of my cities. And then, when further development occurs and more citizens move in and use said services, I then place higher tier services such as colleges and bigger hospitals as well as bigger lower-level schools, in said zones to further make highly educated and wealthier citizens. That way, demand is curbed, profit is high, abandonment is prevented, and all is well!
I'm not sure, however, I find that $240 X $300 (dirt road) works well. I place the longer side of the rectangle parallel to the artery. Allow your town to "simmer" with blocks like these, then sky is the limit after that.
I wish City Skylines had the capability and tools to try and simulate a city similar to the linear city concept in Saudi Arabia. Underground and Multi-Use buildings would be a good feature to add in future versions of CS.
I never have a problem with Commercial or office space. But industry never has enough workers it seems. The other thing i noticed is your road layout is a grid. What is your thought process when building a grid? How do you determine how many blocks you can have between your four lane roads? Is there a sliding scale on that number?
That is a tough one of crack there. Usually it is too many educated workers OR not enough housing. Likely a combo of the two. Regarding the grid - no real magic in this one, just wanted an efficient, easy to place pattern and went with the boring 10 x 20 blocks. The blocks that are smaller are the result of the larger toads. I started with the arterials and worked my way down to the local roads. Initially, this was just one big square, then 4, so on and so forth.
Upgrading industry to level 3 is key, but it goes from taking lightly educated workers directly to high. It lacks a level 2,5 that takes medium educated
Hello, i have a question. If you can answer i would be appreciate. First of all i have a city that the population is around 70.000 and traffic flow is absolute gorgeous which is 91%. The residential happiness is 97%, Office happiness is 97%, industrial happiness is 93% and commercial happiness is 78 %. I dont have that issues which there is no pop ups on the buildings that says not enough workers, not enough goods to sell, not enough educated workers etc. But i cannot understand why commercials are unhappy and industrial happiness suddenly decreased from 97% to the 93% when i grow the city. Please explain and give me some tips. Thank you.
I’m not sure why but I’m having completely indifferent issues than you. My commercial is right next to my residential with easy access from bus and metro to farther away communities, they’re getting plenty of pedestrian traffic, and I have more demand for commercial than anything else! Yet somehow I’m still getting hit with wave after wave of “not enough customers” and “not enough buyers for products!” I really have no idea what to do. I tried fixing it with policies but it didn’t change anything. I’m at a loss.
They're all commercial/office district issues and very related - particularly the first two. Figured it would be helpful to see them all remedied at once.
Hello, please what color settings do you use? My game is very yellowish and could not figure out settings like yours (which looks normal and very good) Thanks a lot!
Just an observation: it seems that commercial zones level up based on available educational opportunity rather than based on the current educational levels of the citizens. I have a somewhat young city that experienced enough rapid growth to enable the university. After making sure every neighborhood had convenient access to every type of educational opportunity, the commercial zones kept leveling up, seemingly instantaneously, then complaining about not enough educated workers, since the workers were still in the process of cycling through the education system. I wonder if there's a way to limit commercial levels while residents grow in educational attainment?
@@abdulrahmanzubairu8371 That's a great suggestion. I know that the highrise ban ordinance sets a limit on commercial development. However, I tried that in my city by extending a district to cover my main roads where I have commercial zoned and setting the policy, and it's the same problem: bulldozing abandoned commercial buildings every minute or two.
The difficult thing to know and understand for a newcomer like me is how many elementary schools, highschool and universities I need and what distribution I need. You seem to have like 8 or so elementary, 2 or 3 high schools and 1 University.. but how would I know such a thing?
Hello, I have a problem. I have universities, libraries, elementary schools, and high schools. I still don't have enough workers or educated workers. I have no demand for residential and bus and metro near those buildings with not enough customers. How can I fix this?
How do I fix my deathcare and garbage collector? I have plenty of crematoriums and garbage incinerators with a high demand for each in my city, but no one is doing their job. They have easy access to all city residential areas and an increased budget, but no response from them...
Will the ability to dump or buy soil be included as a free feature? Or is that DLC-exclusive? That would be kinda lame if all I needed to do was dump a bunch of soil and had to pay real to be able to do it.
Not enough workers: Zone more residential Not enough customers: Zone more residential Not enough educated workers: Check schooling enrollment levels See if that helps
Hoping someone’s already made note that your H1 case has a recall due to the PCIE riser shorting on the frame and causing some impressive fires. I’m hopefully not the first to comment this at some point, and this is utterly redundant, I’d just hate for that to happen to you :(
Yeah, I'm aware. I have the first recall kit installed and am waiting for the second. Bought it just before the recall, unfortunately. Still love the form factor, just really don't want my rig to light on fire. I reserve all fires for VB, ha.
@@CityPlannerPlays Me too. Town and village libraries aren't anywhere near that size, and we have things like mobile libraries too. Times have changed too, and large libraries are hard to justify economically.
Libraries work best when you're trying to get some adults to upgrade their education level. You won't get a lot of adults to upgrade, but you will get some.
Libraries never really work for me. No matter how many easy to access roads, residential areas or bus lines I have leading to them they always end up with only 15-20 users in the whole city. Are they supposed to do anything really?
I have realised where I have been going wrong with education in this game. The schools are based on the American model, in which their high schools have a very high capacity in comparison to an elementary school. Here in the UK we have infant schools and then junior schools, which are similar in size, then middle school, which is slightly larger, then colleges which are larger again, then finally university which is equivalent is size to their US counterparts. For a city this size I was building 2 elementary schools, 2 high schools and 1 university. I was clearly lacking in elementary schools!
If I build less education place, the availability is good (enough, more than yellow in the gauge) but the faraway residential area doesn't look green in road efficiency. But if I build a lot of education places to cover those area, the road will get greener in efficiency, but the availability is at max (wasting money IMO). I know I can reduce the availability in the budget, but my question is: if I build sparse universities, will people from far away attend classes with better public transport?
Totaly of topic here... but it really is an eyesore for me with these grids and Americanized layouts. I mean geez... so out of curiosity; why do you guys personally build like this?
Efficient, easy to navigate, easy to continue orderly development, easy to adaptively reuse in the future. That said, they aren't used everywhere here and they are very controversial in planning circles, ha.
Equally, the unrelieved random "broken glass" street patterns like you see all across Europe are pretty ugly as well, and much more inefficient. The "American" grid pattern at least has the advantage of being efficient in terms of usable area and traffic patterns. Truthfully, cities in real life are not judged on their street patterns. Nobody ever called San Francisco or New York City boring or ugly, even though they are strongly gridded.
@@dlwatib ”No one called NY ugly” tbh you don’t know what people think of this issue. I’m sure it’s your own thoughts about what other people think. Taste is always subjective ofc. The streets of old European cities have history behind them. The streets were logical in the time the sprung up. Often due to commerce, so called “trails” were often the path of least resistance going around hinders rather than bulldozing through them. I’d dare you to say that the streets in hillside towns in Italy being ugly ;)
@@CityPlannerPlays So, do you play the game because you want to see good traffic flow? Connecting to what you say about efficiency and development. I rather play the game trying to create something beautiful first. Second I try and make it work. In reality city layout and planning have real effects on people. Like you said in another video if I’m not mistaken. Green areas are important for citizens well being.
And what if my industry buildings are crying about Not enough buyers while I have a whole chunk of commercial area connecting to it and the commercial area is being supported by a big high density residential area. I have over 90% of traffic flow. Someone please suggest a solution.
My main issue right now is my water pumps draining the rivers or stopping the current. I have to relocate them every hour or so to put them in range of the water
Link to the map on Steam for those that are looking for it - steamcommunity.com/sharedfiles/filedetails/?id=647828859
Thanks was just about to ask 😂 keep up with the good work 🙂
can you do a guide, to the educational system/small non-educated work/business.. for not having non
educated workers.. that is my issue, is that i cant have work and
business for non educated, cuz they all go to school and get educated..
so the smalll business wont thrive. cuz they have no workers.. well they
have well-educated and high-eucated.. but i dont find that very good
for income
@@onlinecheatersexposed8491 maybe you can try make a district area and put 'schools out' policy only to that district.
@@kapinism cant do that, got no dlcs
@Kendrick Spencer that moment when they make it so obvious its bots lol
One thing you didn't mention (unless I missed it) is that lots of the base industry buildings want uneducated workers. So, if you educate everyone, they can then complain that they can't find enough workers because people are too educated. But, if you turn on the Industry 4.0 (or whatever it's called) policy, then all the industries will want educated workers instead so you can just educate everyone and it will be OK.
I actually have the same problem and I was about to create a residential district without high school. Thanks for mentioning the Industry 4.0 policy, which saved me from doing that.
I should have thought that as an industrial engineer :)
Thanks for letting us know that
I too was about to create a residential district without education lol
Won't you still need uneducated workers to fill the ore, oil, fishing, Timber and agriculture jobs ? So you still probably should have some uneducated workers
You saved my city dawg
Thank you for this! I was hoping the video would address this situation, but at least it was in the comments. I was trying to create a farming industry as I had some good fertile land, but it was right next too my most educated, desirable area in my city, but no matter what I tried I couldn't keep enough uneducated citizens in that area to fulfill the need of the district. I will have to try this when I get back to my city, I had almost given up on this city because of that so this may be my saving grace!
Great How To. That roundabout made me twitch until you removed those houses on it :P
Ha - me too! That's the problem with zoning an entire area in one stroke.... 😬😂
Hi
Biffa???!?!?!?
@@CityPlannerPlays never zone an entire area at once. That's the root of death waves.
mister twitcher
This is so odd. The city didn't burst into flames. I'm used warm glow of rolling wildfires.
Literally that one tree in the park keeps catching on fire and everytime atleast 1 skyrise burns down.
Always grab some marshmallows and roast them in the fire
I have some huge problems with education, I have nearly 17,000 people and only around 26 percent of my people are uneducated but the shops keep complaining about not enough educated workers.
im fairly new, my main city just hit 45k population, and whenever something comes up like more educated workers or goods or anything I just delete the building and let a new one spawn in.... great video will help alot :D
Same here when i first started playing! lol
The only thing I prefer to avoid is having residential directly next to a lot of commercial buildings as the noise pollution tends to be quite high and increases amount of medical needs with the residentials next to the commerical area.
I largely ignore noise pollution as a real city generally is very loud. They can handle it.
@@jxslayz6663 two types of cities skylines players
I think it is good to have residential next to low commercial density because low density commercial doesn't create noise pollution like high density does
@@benzagorski9105 Exactly. I'll place some low commercial zoning near residential. Usually for every three blocks of residential I'll put a zoning for at least 5 commercial shops.
Eff that, they'll live next to the 24/7 noise club and the cargo terminal and like it.
If they don't, I'll change their all the names of the complainers to "Fartface McGee", change the district name to "Whinertown" and cut off their water supply. If anyone else in the district has any problem with that, it's family McGees and Whinertowns fault, once they see the error of their ways the rest of the city can have their water back.
What are they going to do? Vote for my opponent? There is no opponent! Move? My taxes are low, the unemployment is next to zero, the crime rate is abysmal (being a cop in my city is the most boring job there is) and you don't need a car to live in it! People would kill to live in my city and they will once they have no water and hear that it's because Whinertown and the McGees had the audacity to question any policy I made!
That most tidy Gridland I ever saw! Mine just pure chaos lol
Transportation is key in most of this. Subways (and trains) allow for people to live in one area, work in another, and shop in another without problems. It also can help to to balance out worker types (educated vs uneducated) to different districts by making it possible for your sims to get to work wherever the work is. So your metro line was good, but adding one more stop in your "new:" residential area at one end, and extending the other end into your industrial area would have given even a bigger overall boost. It would make it possible for all people to get to all things without a car. In real life, larger downtown cores never survive without transport, and commercial districts need the same.
Just started playing the game but I had it on my wishlist for a while. I absolutely fell in love with it. Right now I’m at 25,000 population and just built my own freeway along the coast. I’ve also fallen in love with your content, your videos are just so enjoyable and educational. Thanks a lot!
I love seeing how beautiful your cities look. I can't get to that point. It's either working well and horrible or looks good and goes down to 50% traffic and I just re-start again, lol.
The game's development (of the city) speed and direction kind of plays mind games with you if you're a new player. I'm going to try do it once again, and do it well for once.
With traffic learn lane mathematics like if you have a one lane road going on to a two way road you should make it a three way road that helps with merging and what not if your on pc get traffic manager
But no city fires! 😛 Missing Verde Beach 😀
I am very new to this game and still learning. Your videos have been amazingly helpful. I call you "the bob Ross of city skylines" because your voice is so calm and relaxing. Thanks for all the help
I run into these problems a lot in my cities, this will definitely help out a bunch!
Great vid.
I often try not to zone high dentistry commercial next to residential (low or high) because they often complain about the noise.
Indeed. But they don't complain if you switch to low density commercial.
You should change the roads around the residence that's noise-sick to roads with grass or Trees as those types of roads prevent street parking. If noise-sick residences are directly adjacent to commercial areas, then try placing trees inbetween them.
Schools, jobs, and entertainment areas to draw in people ready to spend money are very important and should always be remembered when first constructing your cities. If it's not conducive to the environment at the time, STILL PLOT OUT THE AREA FOR IT. trust and believe, you will be back to add it in😆
This clear, concise problem solving tutorial is great! You have a real knack for presenting information in an interesting, meaningful and pleasant style!
can you do a similar video but for industry issues like “not enough buyers”?
Plan out an industrial area with immediate access to the highway or a straight shot to commercial properties as they need to offload goods.
As you build commercial zones, you need to be mindful of both consumer pathing AND goods delivery. Generally I have highways or interstates cutting through my cities, with industries planned out in blocks with one way streets leading to the highway or fastest route to a commercial district. Adding an industrial terminal can help your industry sell goods, but you then have to bear in mind that out of town industrial deliveries will now be offloaded from your city entrance to your railway. Plan accordingly and you will flourish.
@Danielle Anderson I guess you can put the cargo train station on a 6-lane arterial
One issue with education is that people simply aren't patient enough. It takes time for families to have children (a big one people simply don't think about) and have them go through the education system. It's not something you can fix by simply placing a ton of schools, but that's what many new players on reddit think is needed. But it also comes down to zoning. Many new players start with everything unlocked and only zone high density. Families prefer low density residential. When two young adults or adults meet up to form a family, they want to move to a LDR, not being in HDR. Some will stay in HDR and have children, others who can't move to LDR simply move out of your city, and then you have a bunch of your population never going through your education system.
This is why I leave my game running on cheetah while I detail and beautify ... gives time for everything to level. Then I can come back in and balance the RICO out.
I play with everything unlocked but i still put low density zones and high density zones.
Oh my god actually? Wish I knew this before wasting hours of my life make a mega city and wondering why everyone wqs doing horrible :(
Please do industries next. I have an oil zone surrounded by residential along with bus services to and from and everything is still under-staffed and I can’t figure out why and google is entirely unhelpful. Great video thanks for the tips!
Not sure if I have understaffing problems in my industrial areas, but I've also noticed no one ever uses public transport to get to industrial zoning too
like the metro station I have in my oil district literally gets 0 users per week
Very helpful video, also I love how it's called the Gridlands lol.
😎
Im amazed at how you don’t have huge traffic jams with this road set-up, so many intersections
Hierarchy and changing the signals for each junction. Can work wonders!
my city is basically one giant grid, traffic runs just fine.
I find the fewer intersections I have the worse the traffic. Everyone is on the same roads then.
I found I was actually getting traffic jams due to too few intersections, which lead to funneling.
Just get rid of private cars by building highways from the outside world to industrial and then on to commercial but very few if any roads between commercial and residential. People will walk and ride bikes to work if you build ped and bike access instead of car roads.
because of your tutorials, i started my 5th town with more road hierarchy planning in mind, I am now about 7k population and my traffic is at 94%. The lowest was 91%.
Did you know you can view traffic routes for an entire district just like you can for a road segment or building? It's very handy to get a broader understanding of the traffic coming into an area.
Really? How can you do that?
@@BluePieNinjaTV see this image that looks like arrows click on it
@@BluePieNinjaTV ik I'm a year late but the way you do it is
Because of all your videos.. i started to put waterpipe along with the road.. and my city looks really neat on waterpipe wise... 😅😅
I really liked this video. Easy enough, and very logical approach to a very common issue that often seems like an unavoidable problem.
The timing of this video couldn't be more perfect! I'm a new player trying to figure out what the diggety dang is going on 😂 Brilliant content sir!
Do death waves and not enough goods next! Those always cripple my Cities.
Yes please!
Goods is probably because super bad traffic and death wave is because you zoned everything at the exact same time and you don’t have any death capacity
The death waves are such a stupid problem, caused by Cims being "born" when they move into your city. Citizen lifecycle rebalance mod makes it make sense, so people moving in are actually different ages.
As you improve your education system and the housing levels up, you can arrive at a reverse problem: not enough UNeducated workers and higher levels of unemployment due to higher educated workers not finding jobs.
I solve this by keeping the supply/demand balance for education in the yellow band, so that I always have a percentage of uneducated and less educated workers. I also use the employ all workers mod which forced businesses to place over-educated workers. I don’t think that’s a wholly bad thing as we see it regularly in real life.
But how do you approach this challenge of not enough uneducated workers?
I’d have loved to see the info panel on that metro line to see if the vehicle-passenger ratio was optimized.
If you use offices and commercial, they can all take in enough educated workers at level 3. You need to get them to level up. So, I add services near offices and commercial (parks, schools, fire, police, public transit, post office, etc.)
So basically to solve the overeducated worker problem, I level up the workplaces.
But industrial is a different problem. I usually put a residential area near industry with the ‘schools out’ policy to help keep some workers undereducated
@@beastateverythin I do this as well. I usually keep a few blue collar neighborhoods that will help support the industries and the lower level commercial around town and make sure I have good public transit that can get them to areas that would otherwise struggle with having enough low-educated workers.
@@beastateverythin another problem is specialized commercial, like tourism and leisure. AFAIK these will take only uneducated or at most high school level education and I’ve ran into not enough uneducated workers problems there too
@@beastateverythin Yup ... I do something similar ... I have two vanilla industrial districts, one with regular industry and the other 4.0 because they take higher educated workers. Also, services as you mention AND low density commercial. I think it's one of the more interesting conundrums in the game that actually models real world experience in urban centers.
Subway systems in CS are over-powered. I'll put bus lines in all over, get like 1k a week from a city of 50k, but if I add a subway it will get like 2k-4k a week in the same city (busses still in use). Thanks for the video. Unemployment and worker issues are always cropping up for me. Still perfecting zoning.
Just an FYI another way to solve not enough customers is to bring in more tourists into that part of the commercial area via, Intercity bus, train etc.
Thanks a lot! My ‘not enough workers’ issue is finally fixed! Thanks alot!
Yeah! When will you upload any vb or bc content? thanks sir!
Tomorrow
@@CityPlannerPlays thank you!
@@CityPlannerPlays Now I get to see endless fires. Nothing could be better than a city on fire.
I love tutorial vids for Cities. I'm a super noob and need all the help I can get!
Found your channel a week ish ago and I’ve already burned through your whole collection lol love your content! Keep up the good work! :)
A thing that I realized eis that the city needs to be born as an industrial city, with bon qualified jobs. And then you start to put schools. As long as the time passes, you'll see more educated people, so you can start placing more commercial areas (because industries will demand these areas too), and you will evolve the commercial to high density commercial and offices as long your citizens evolve in education. Maybe I'm wrong, but I think I'm doing good with this strategy. It's a strategy which demands good patience.
You see I never really usually build that many colleges I always put them kind of around downtown maybe one or two and decorate a nice college campus area, and in the suburbs I only go up to high school because I usually put my suburbs near the factory districts and I would expect people to work in a factory to not have a college education
Don't forget cable cars when implementing public transport to tie together districts across a river or other barrier.
Bro when people complain in my city I just place a sewage pump behind them
one frustrating thing about the "not enough customers" issue is that it can pop up even in areas with good transportation and more efficent land use. What i've learned is that if your entire city is oversaturated with commercial, even if single areas are well managed, the issue will pop up.
what if you have this issue but dotn have university unlocked yet?
May i ask, what map did you use in this video?
Told you Biffa was watching! Great little tutorial, mate. New players need to watch this.
So glad I just found your channel! Can’t wait to watch more of your videos :)
In a nutshell, Not enough Workers and customers is population issue, not enough goods is not enough generic industries or offices or easy access to them. Not enough educated workers is u need a well rounded education system.
Whenever itd tell me not enough workers my residential demand was zero. Like tf does CS want me to do?
@@G59forlife. When you have no residential demand, usually it means you are building residential somewhere. Laid down a residential block it is slowly trying to build up. Try parks, service it helps speed up development.
@@weirdalfan1980 usually when it happens I already have res built and I'm trying to build some commerce. I'm on xbox btw if that changes anything
@@G59forlife. go to your city statistics and look at Residential, commercial and industries you build in chart. I think you may need commercials. On console no mods just go to your menu.
@@weirdalfan1980 I'll try that. Thanks for helping :)
Oh boy oh boy oh boy! I am having these issues in my city currently. There will be progress when I get home!
yes you need all three, elementary, high school, & university, once you have all three you still need to wait for a few minutes after that observe your offices & commercial building grow & it should fix itself
I try not to zone multiple commercial together, i often spread them out because it’s more accessible for people who live near it than having to drive to the commercial area creating traffic.
Wow the timing of this video is perfect thank you!
I am still amazed how close industrial is to residential and the cims aren’t complaining. I wish I could get that on my xbox
I've found that usually a block of commercial as a buffer has been enough to keep the cims happy. The exception being my ore & oil industries, which I need a decent buffer b/c they're so loud. Xbox as well.
@@pshsa5 Absolutely. I have 4 blocks to the side of the arterial, so 8 blocks total. It works!
Question i notice you often connect roads directly to roundabouts wich has a 90 degree turn upon entering and exit, i see other players like to split the road as it connects to the roundabout, is there a reason why some players connect directly ?
Im on console and i tend to split as i connect to a roundabout as i get better flow and higher capacity.
Edit: perhaps appropriate roundabouts, size, capacity, location.. Maybe a usefull tutorial for many? :)
This is actually applicable to real life cities. This is just real city planning 101.
It has to start from the ground up, starting with grassroots support and amenities that warrant more citizens that are more educated and wealthier. That's why I always make sure I place adequate and basic services first, in every residential and commercial zone I make in any of my cities. And then, when further development occurs and more citizens move in and use said services, I then place higher tier services such as colleges and bigger hospitals as well as bigger lower-level schools, in said zones to further make highly educated and wealthier citizens. That way, demand is curbed, profit is high, abandonment is prevented, and all is well!
The 2 problems i always run into!! Thanks for sharing :-)
That outro tho, very nice!
Thank you for the video and putting the song names up!
What are your city "blocks" measure out at? How many squares/units that is?
I'm not sure, however, I find that $240 X $300 (dirt road) works well. I place the longer side of the rectangle parallel to the artery. Allow your town to "simmer" with blocks like these, then sky is the limit after that.
12:28 Demand for 'industry' also cropping up again... (I almost find that orange indicator to be annoying after a while--how much of it do you need?)
I wish City Skylines had the capability and tools to try and simulate a city similar to the linear city concept in Saudi Arabia. Underground and Multi-Use buildings would be a good feature to add in future versions of CS.
If im Not wrong someone Made a video About trying that concept in cities skylines
I’m not a fan of the line but multi use buildings are definitely a must.
Where do you get that left hand screen tool bar? I don’t have that and there are a ton of tools there that I really need in my build.
I never have a problem with Commercial or office space. But industry never has enough workers it seems. The other thing i noticed is your road layout is a grid. What is your thought process when building a grid? How do you determine how many blocks you can have between your four lane roads? Is there a sliding scale on that number?
That is a tough one of crack there. Usually it is too many educated workers OR not enough housing. Likely a combo of the two.
Regarding the grid - no real magic in this one, just wanted an efficient, easy to place pattern and went with the boring 10 x 20 blocks. The blocks that are smaller are the result of the larger toads. I started with the arterials and worked my way down to the local roads. Initially, this was just one big square, then 4, so on and so forth.
Upgrading industry to level 3 is key, but it goes from taking lightly educated workers directly to high. It lacks a level 2,5 that takes medium educated
Very good explanation!
Thank you. You make great tutorials.
I'm having a problem where my industry is suffering because of lack of uneducated labor force. Any suggestions on how to fix that?
Educate your citizens. It takes time.
Make the industry zone a district then put the industry 4.0 policy it makes the industry take educated workers
Or just build some new houses and keep them uneducated
Awesome. Keep it up. Look forward to the next one
breuh I have like 5 schools libraries and universities on each road and everyone in my city is stupid wtf 😭 😭
Hello, i have a question. If you can answer i would be appreciate. First of all i have a city that the population is around 70.000 and traffic flow is absolute gorgeous which is 91%. The residential happiness is 97%, Office happiness is 97%, industrial happiness is 93% and commercial happiness is 78 %. I dont have that issues which there is no pop ups on the buildings that says not enough workers, not enough goods to sell, not enough educated workers etc. But i cannot understand why commercials are unhappy and industrial happiness suddenly decreased from 97% to the 93% when i grow the city. Please explain and give me some tips. Thank you.
I’m not sure why but I’m having completely indifferent issues than you. My commercial is right next to my residential with easy access from bus and metro to farther away communities, they’re getting plenty of pedestrian traffic, and I have more demand for commercial than anything else! Yet somehow I’m still getting hit with wave after wave of “not enough customers” and “not enough buyers for products!” I really have no idea what to do. I tried fixing it with policies but it didn’t change anything. I’m at a loss.
Very Educational!
Great detail! Almost a little much...any reason why you didn't make this 3 tutorials?
They're all commercial/office district issues and very related - particularly the first two. Figured it would be helpful to see them all remedied at once.
Can you tell me how you created the clean white looking edges on your coastline?
Hello, please what color settings do you use?
My game is very yellowish and could not figure out settings like yours (which looks normal and very good) Thanks a lot!
It's a few things put together. I'll make a video about this as well as a Steam collection.
@@CityPlannerPlays That would be very good! I've been trying to achieve the same, with no success, unfortunately :(
did you use a mod to get the sides of the river that finished concrete look (vs a natural riverbank)?
Its a quay
@@c.2991 what’s that
@@cameroncalzone8860 its under landscaping with the canals
Just an observation: it seems that commercial zones level up based on available educational opportunity rather than based on the current educational levels of the citizens. I have a somewhat young city that experienced enough rapid growth to enable the university. After making sure every neighborhood had convenient access to every type of educational opportunity, the commercial zones kept leveling up, seemingly instantaneously, then complaining about not enough educated workers, since the workers were still in the process of cycling through the education system. I wonder if there's a way to limit commercial levels while residents grow in educational attainment?
Ban skyscrapers i think
@@abdulrahmanzubairu8371 That's a great suggestion. I know that the highrise ban ordinance sets a limit on commercial development. However, I tried that in my city by extending a district to cover my main roads where I have commercial zoned and setting the policy, and it's the same problem: bulldozing abandoned commercial buildings every minute or two.
Use the education policy
The difficult thing to know and understand for a newcomer like me is how many elementary schools, highschool and universities I need and what distribution I need.
You seem to have like 8 or so elementary, 2 or 3 high schools and 1 University.. but how would I know such a thing?
ya too much traffic keeps causing the no customers issue on my end... why do they like the highways so much!
very helpful, thanks!!
Hello, I have a problem.
I have universities, libraries, elementary schools, and high schools. I still don't have enough workers or educated workers.
I have no demand for residential and bus and metro near those buildings with not enough customers.
How can I fix this?
How do I fix my deathcare and garbage collector? I have plenty of crematoriums and garbage incinerators with a high demand for each in my city, but no one is doing their job. They have easy access to all city residential areas and an increased budget, but no response from them...
Great episode, Great advice to know when building my city, keep up with the good work 🙂
Will the ability to dump or buy soil be included as a free feature? Or is that DLC-exclusive? That would be kinda lame if all I needed to do was dump a bunch of soil and had to pay real to be able to do it.
Not enough workers: Zone more residential
Not enough customers: Zone more residential
Not enough educated workers: Check schooling enrollment levels
See if that helps
A good subway can really help a segmented city work again.
Hoping someone’s already made note that your H1 case has a recall due to the PCIE riser shorting on the frame and causing some impressive fires.
I’m hopefully not the first to comment this at some point, and this is utterly redundant, I’d just hate for that to happen to you :(
Yeah, I'm aware. I have the first recall kit installed and am waiting for the second. Bought it just before the recall, unfortunately. Still love the form factor, just really don't want my rig to light on fire. I reserve all fires for VB, ha.
@@CityPlannerPlays It's a great form factor!
How did you get all your parameters on your right side all the time? And go into shadow
Still a great guide for cs2! Thank you
Do libraries work best in low density?
They work well everywhere, but I like the look in a lower density area. Wish it was a bit smaller though, tbh
@@CityPlannerPlays Me too. Town and village libraries aren't anywhere near that size, and we have things like mobile libraries too. Times have changed too, and large libraries are hard to justify economically.
Libraries work best when you're trying to get some adults to upgrade their education level. You won't get a lot of adults to upgrade, but you will get some.
Libraries never really work for me. No matter how many easy to access roads, residential areas or bus lines I have leading to them they always end up with only 15-20 users in the whole city. Are they supposed to do anything really?
Do you have a video that talk about taxes and economy tab?
Oh thanks! I always build cities and end up with 90% factories abandoned because of not enough clients!
if you have the campus DLC should you still use the generic University? or stick with the specialty ones that you get with the DLC>?
I have realised where I have been going wrong with education in this game. The schools are based on the American model, in which their high schools have a very high capacity in comparison to an elementary school. Here in the UK we have infant schools and then junior schools, which are similar in size, then middle school, which is slightly larger, then colleges which are larger again, then finally university which is equivalent is size to their US counterparts.
For a city this size I was building 2 elementary schools, 2 high schools and 1 university. I was clearly lacking in elementary schools!
Really good tutorial :) Thanks! (thumbs up!)
If I build less education place, the availability is good (enough, more than yellow in the gauge) but the faraway residential area doesn't look green in road efficiency. But if I build a lot of education places to cover those area, the road will get greener in efficiency, but the availability is at max (wasting money IMO). I know I can reduce the availability in the budget, but my question is: if I build sparse universities, will people from far away attend classes with better public transport?
Hey City Planner, is it possible to get the save for this particular map? I want to study the design you have for the grid
Ah so dealing with "not enough educated workers" is solved by "Educating workers " well worth a video
For some reason, even thought i have almost too many schools, it still says uneducated workers...
Totaly of topic here... but it really is an eyesore for me with these grids and Americanized layouts. I mean geez... so out of curiosity; why do you guys personally build like this?
Efficient, easy to navigate, easy to continue orderly development, easy to adaptively reuse in the future. That said, they aren't used everywhere here and they are very controversial in planning circles, ha.
Equally, the unrelieved random "broken glass" street patterns like you see all across Europe are pretty ugly as well, and much more inefficient. The "American" grid pattern at least has the advantage of being efficient in terms of usable area and traffic patterns. Truthfully, cities in real life are not judged on their street patterns. Nobody ever called San Francisco or New York City boring or ugly, even though they are strongly gridded.
@@dlwatib ”No one called NY ugly” tbh you don’t know what people think of this issue. I’m sure it’s your own thoughts about what other people think.
Taste is always subjective ofc. The streets of old European cities have history behind them. The streets were logical in the time the sprung up. Often due to commerce, so called “trails” were often the path of least resistance going around hinders rather than bulldozing through them.
I’d dare you to say that the streets in hillside towns in Italy being ugly ;)
@@CityPlannerPlays So, do you play the game because you want to see good traffic flow? Connecting to what you say about efficiency and development.
I rather play the game trying to create something beautiful first. Second I try and make it work.
In reality city layout and planning have real effects on people. Like you said in another video if I’m not mistaken. Green areas are important for citizens well being.
And what if my industry buildings are crying about Not enough buyers while I have a whole chunk of commercial area connecting to it and the commercial area is being supported by a big high density residential area. I have over 90% of traffic flow. Someone please suggest a solution.
My main issue right now is my water pumps draining the rivers or stopping the current. I have to relocate them every hour or so to put them in range of the water
Very nice tutorial thanks for putting it together. Question, what tool or mod did you use to create your pedestrian bridge @9:25? Thanks