Cities: Skylines Industries DLC Review - A Fantastic Addition Upgrade your industrial production with the latest expansion for Cities: Skylines. by Fox Doucette. With Cities: Skylines Industry, you’ll be able to customize your industrial areas with supply chains and unique factories. Well managed industry areas will level up and become more efficient. Aside from production chains, you’ll find a new city service for handling mail and the cargo airport which eases import and export of factory goods.
‘Not enough workers!’ 13% unemployment and 800 jobs unfilled. What’s going on?
In Cities: Skylines, something a lot of us run into is buildings saying they don’t have enough workers when it seems like there’s more than enough to go around. In fact, sometimes it makes no sense at all. Hundreds, even thousands of jobs left open, with unemployment in the double digits.
It’s frustrating, and more importantly, your buildings can’t work efficiently. They can’t process enough goods, which means your shops might struggle to fill their shelves. They’ll then turn to other cities and import goods, causing additional traffic on roads not designed to cope… and on and on.
Not enough workers when you’ve got high unemployment. What’s going on?
Well, in some cases, the solution is obvious. If your unemployment is something like 2-3%, then most likely you need to zone new residential areas. Bring in new workers, and they’ll gladly fill the jobs.
But other times, that doesn’t seem to be the problem. Pull up the Population overlay and look at the unemployment number. If the UI tells you 13% of the working age population is unemployed, and yet there are 2,000 jobs available, clearly, there’s a problem. Lots of people who want to work are stuck at home waiting for you to make some changes.
It’s worth saying that unemployment rarely seems ever to fall below about 3%. Because the game simulates actual people, rather than doing it in the abstract, I think that’s inevitable. My guess is that some people live too far away. If the job is the opposite end of the city, I think the transport simulation reckons they may time out and despawn before they get there. There’s also a general churn you can’t get around: the time between someone retiring from the workforce and a new person filling that job. That’s why 2-3% is usually too low. A good range to aim for feels like 5-8%.
The usual suspects
The industry specialisations, especially, use a lot of uneducated workers. If you’ve got a well-educated population, that can be a problem. If most of your people studied at university and you’ve just built a big oil field on the edge of town, you’re going to have trouble filling those jobs.
That’s not because university-educated workers will refuse jobs at a lower education level, but because they’ll try to find another job first. In other words, they’ll wait quite a long time for a more suitable job to open up (someone else retires, or you zone new office areas, etc). Eventually, though, they’ll take that lower-education job.
Often then, the problem is only temporary. And although you can use policies like Schools Out to encourage people to leave education early and go straight to work, it’s not necessary. Also, better-educated cims produce less garbage, so universities are not a waste.
Check the roads, junctions and public transport options
Now, although education is usually the big factor here, it’s important to also check the basics. Make sure your transport options are functioning as expected.
One thing that can cause a worker shortage is people finding it hard to get to work. If you’re lacking decent public transport options and you’ve got long tailbacks on the road, workers might be struggling to fill those jobs because they can’t get there quickly enough before they despawn. Some guidance on public transport here.
Use the Traffic overlay to identify hotspots and also do a simple sense check that all the roads are actually connected and that you’ve not got some one-way system that’s causing people to have to leave the city and come back to get there. Check the Routes overlay for that, and make sure there’s no weird behaviour going on.
This approach is especially true for big industrial areas which are often out of town. I’ve starved portions of industrial estates of their city services by making comprehensive one-way systems for cargo traffic, forgetting to allow for workers, the police etc. to get there if they’re coming from the opposite direction.
Sit tight and wait it out
Assuming the roads are OK and there are sufficient transport options, then what’s happening is that your educated workforce are trying to find more relevant jobs first. If you open up your industries and see that the few workers who have taken jobs are listed as over-educated, then that’s probably confirmation.
In this case, you just need to wait. Eventually, the better-educated cims will stop looking for alternatives and take jobs below their education level. There’s no downside to this (except, I guess, the costs of educating them to a lower level than they needed!), although be aware that if a more suitable job – at a new office block, say – opens up, they’ll switch over.
It’s worth being cautious about expansion, too. If you’ve got a delicate balance and it took ages to fill the industrial jobs, you could put yourself back to square one if you zone a huge new office area because the best-educated workers will transfer, leaving gaps for you to fill.
For that reason, it’s better to zone residential first and make sure you continue to have unemployment north of 10% at most times. That way, hopefully you’ll get a smooth transition as your new jobs fill up. For better or worse, there’s no gameplay penalty for running high unemployment, so being cautious in this way doesn’t really have a downside.
Not enough educated workers
This one is a slightly different problem, but it’s worth mentioning because it’s related and comes back to education.
Often, it’ll be new office zoning that lacks educated workers. Although this problem is pretty straightforward, there’s no quick solution. Open the Education panel and check that you’ve got plenty of capacity at each level of education.
You’ll also need to be sure the whole city has physical access to those buildings. They don’t need to be nearby – and you’ll often only have a couple of universities anyway – but they do need to be easily reached by public transport.
After that, it’s just a case of watching as the number of graduates from each level steadily ticks up. Check back often to make sure it’s going in the right direction. As long as it is, those higher-education jobs will naturally fill up.
Summary
In the case of worker shortages despite high unemployment, it’s important to implement quick and efficient public transport options and make sure roads are properly connected. Be sure you’re not causing any strange behaviour through bad junctions of one-way systems.
Well-educated citizens will eventually take lower-education jobs, but they’ll wait to see if a more suitable job opens up first. Also, if a new job arrives they’ll likely switch, causing the problem all over again. For that reason, it’s good to keep unemployment at 10% or so, to smooth transitions as your population grows.
Otherwise, it’s a case of being patient. The Schools Out policy can help you in pinch (or in an industry-only town), but has its own downsides like more garbage. Also, if your long term plan includes being mainly an office city, Schools Out will just store up problems for later.
So there you are – I hope this is helpful. These problems are two sides of the same coin. Most of the time they come down to education – either too much of it or too little. Happy building!
Introduction
[postad]In Cities Skylines the industries are your main source of work for your population. Not only do your citizens need to drive to work, they also use freight trucks to import and export goods. They are one of the biggest sources for traffic issues.
Your industries also interacts with commerce. By providing your stores with local goods their profits will increase and so will your tax income!
Zoning
Cities Skylines Industries Plus Difference
Like residential and commerce the industrial zones have to be zoned in next to local roads. Starting an industry sector is as easy as laying down a few roads and zoning it yellow.
Import/Export and goods deliveries
In Cities Skylines industrial zones have an important interaction through the game. Basically your industry will produce goods. In order to do this raw materials are required. Usually these materials are not available locally. Instead your industries will order these materials “off map” from different cities. Trucks will then enter your city and attempt to provide your industries with the necessary goods.
Once your industry has produced some goods the reverse process gets triggered. A truck will have to actually sell the goods. It will try to make a local delivery to your Commercial zones. When this is not possible it will export goods “off map” to other cities. If there are no buyers eventually the building will shut down and become abandoned.
Offices
Cities Skylines Industries
Office zones fulfill industrial demands. Meaning that when there is a high industry demand you can also choose to zone office space instead of zoning yellow industry. Although they fulfill the same demand the offices are quite different from industries. They require highly educated workers but do not have cargo deliveries. Therefore offices have a few advantages and downsides.
Advantages of Offices
- Generate no pollution (not even noise)
- Can be built directly next to Residential areas allowing your citizens to walk to work (alleviates traffic).
- Provides your highly educated citizens with jobs
Disadvantages of Offices
- Do not produce goods to be sold in your commercial zones or exported (lowers profit for commercial zones)
- Fewer job spots per building meaning you need to zone more space to provide the same number of jobs
- Require highly educated citizens as workers
Generic industries
When you zone a yellow industrial zone this will be filled with generic industries. Generic industries start out as a level 1 building with a modest amount of workers. Their level can increase to level 3 which increases tax revenue and number of job slots. To level up your industry building you will need to provide enough services (fire, police, death care, etc).
Industrial specialization
Cities Skylines features industrial specializations. By creating a district you can assign one of the specialties to your district. Whereas generic industries can level from 1 to 3 the specialized industries only feature a single level. However with a maximum of 24 workers per building they are they are similar to level 2 generic industry. Each of these specializations has their own tax benefits and cost. Keep in mind that while Forest and Fertile land can be re-used but the Oil and Ore deposits are not infinite. You can run out of those resources. Generally it will take a very long to deplete them.
Cities Skylines Industries Farming Guide
Overview table
Resource type | Renewable | Tax income (compared to generic industry) | Pollution rate (compared to generic industry) | Requirements (compared to generic industry) |
Oil | No | +35% | +30% | Requires 15% more electricity |
Ore | No | +20% | +20% | Requires 10% more electricity |
Forest | Yes | +10% | +7% | Requires 7% more electricity |
Fertile land | Yes | +10% | Doesn’t pollute ground, turns all fresh water used into waste water | Requires 25% more water |
If you want to learn more about how to create industry specializations then please check this guide: Cities Skylines Guide – How to use Industrial specialization
Cargo Train Station
When you provide your industries access to a train cargo station the whole dynamic of your industry zones will change. Instead of leaving the map through the highways most of your trucks will now visit your Cargo station. Trains will then spawn to export, or import goods. This way the “off map” highways have to deal with less traffic. A cargo train station also provides a “service” bonus meaning it can help you reach level 3 generic industry!
Cargo harbor
Cities Skylines Industries Review
Just like the Train Cargo Station the Cargo Harbor allows your trucks to export or import goods, saving them a trip outside the city. Unfortunately the cargo harbor can only be constructed on rivers with a sea trade route available. Therefore it is usually hard to keep it close to your industry.