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Non-Existent Commuters

Started by Lowkee33, July 12, 2010, 12:25:04 PM

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Lowkee33

I know that I saw this posted somewhere, but alas, I have lost it.

I have made a couple lots (both grow-able and plop-able) that, when queried, show that people work there even though the route-query shows that they dont.  In fact, it appears that only 1/5 of the buildings capacity is actually use-able.

Can anyone help me or point me to that thread?  Thanks 

RippleJet

#1
Quote from: Lowkee33 on July 12, 2010, 12:25:04 PM
I have made a couple lots (both grow-able and plop-able) that, when queried, show that people work there even though the route-query shows that they dont.

The ordinary query only shows the actual capacity and the maximum capacity.
It never shows the actual number of people living or working in the building.

The actual capacity is always smaller than the maximum capacity (except within a month after it grew or was plopped).
The reason for the smaller actual capacity is mainly due to desirability factors.
The higher the desirability for the RCI type that the building represents, the higher the actual capacity will be.

The route queries for commercial and industrial buildings show the actual number of people working in there.
It must be noted though, that commercial and industrial buildings never dilapidate even if they don't have a single worker.

The route queries for residential buildings show the actual number of workforce commuting from them.
Depending on the HQ, the workforce is between 40% and 60% of the actual population.

Lowkee33

#2
Well that is very interesting.  Maybe it is because I am using my own lots that I am paying more attention to their functionality.

The initial problem was that although there was no demand for R$ there was nobody driving to my specific lot.  I was attributing this to CAM, and the fact that sims make demand for around %140 of themselves.

Quote from: RippleJet on July 12, 2010, 01:47:19 PM
Depending on the HQ, the workforce is between 40% and 60% of the actual population.

My people are very sick indeed.  Will making my sims healthy decrease demand for them, or fill up more of the vacant jobs?  Well, I will test that out on my own.  Thanks 

Edit:  Hmm, my non-commuter problem is with a functional landmark.  I tested it on a fresh city.  I will have to read about landmarks on a undeveloped region.  I just want a dock with IR jobs Maybe I should make it a growable farm and zone it proper for some de-zoneing.  I think my problem with that was with the no commuters. 

xxdita

Plopable industrial never works properly, hence the lack of routes shown in your route query.