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Author Topic: Industries and workforce  (Read 356 times)

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Offline accord2 pt

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Industries and workforce
« on: August 04, 2018, 04:02:15 PM »
I think at the moment it's too hard to keep an industry open because there is always no workers, even if the factory/shop is in a town centre. Do people go by themselves to work? Maybe a way to make it easier?

Offline DrSuperGood

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Re: Industries and workforce
« Reply #1 on: August 04, 2018, 06:15:56 PM »
They actually do go by themselves, but will only walk for ~50 minutes which is slightly larger than a stop. Once the city is bigger than that it will struggle to get employment. This is a known issue that is apparently working as intended?

Even in 1915 I cannot get a fish processing place which needs 700 people well staffed and that is with regular bus services covering the entire city. It will at most get 50 out of ~700 staff, so it is stuck with 60 units of fish it cannot process. Markets and other sellers have a similar problem. Been reported for ages now.

Really remote industries, like a farm or mine in the middle of nowhere, will work normally without staff. The problem is only with not remote industries trying to recruit staff from far away places.

Offline jamespetts gb

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Re: Industries and workforce
« Reply #2 on: August 04, 2018, 06:53:13 PM »
The problem that had been identified some months ago and fixed is that cities would generate more commercial buildings than the population would support, giving rise to so much competition for workers that not enough reached the industries.

Is this still an issue? If so, I will need more details.

Offline accord2 pt

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Re: Industries and workforce
« Reply #3 on: August 04, 2018, 07:53:23 PM »
I don't know how the code works and what is others players experience. But for me, industry and commerce had more commuters in smaller towns (medium) than in very big towns or two/three united towns (metropolis as I call them), even in 1800. Maybe because the workers live in the other side of town. Is there a way to make they live in a realistic radius of their working place? This could also be a trouble, since the commuting traffic will be inferior because everyone was near workplaces... I don't know.

Offline jamespetts gb

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Re: Industries and workforce
« Reply #4 on: August 04, 2018, 07:58:52 PM »
The game does not store or remember where specific workers live, or even keep track of specific workers. Instead, passengers are generated from buildings heading to a random destination, but, if they cannot get to their random destination within their journey time tolerance, generate another random destination a random number of times, and go to the first destination that they can reach within their journey time tolerance.

Can anyone give any details as to the relationship between jobs and population in towns such as might cause problems for industries?
Edit: This is the thread where the interim rebalancing was discussed.
« Last Edit: August 04, 2018, 09:01:14 PM by jamespetts »