

Often then, the problem is only temporary. Eventually, though, they’ll take that lower-education job. 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). 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.

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. If you’ve got a well-educated population, that can be a problem. The industry specialisations, especially, use a lot of uneducated workers. 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. 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.

My guess is that some people live too far away. Because the game simulates actual people, rather than doing it in the abstract, I think that’s inevitable. It’s worth saying that unemployment rarely seems ever to fall below about 3%. Lots of people who want to work are stuck at home waiting for you to make some changes. 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. Pull up the Population overlay and look at the unemployment number. Bring in new workers, and they’ll gladly fill the jobs.īut other times, that doesn’t seem to be the problem. If your unemployment is something like 2-3%, then most likely you need to zone new residential areas. Well, in some cases, the solution is obvious. Not enough workers when you’ve got high unemployment. They’ll then turn to other cities and import goods, causing additional traffic on roads not designed to cope… and on and on. They can’t process enough goods, which means your shops might struggle to fill their shelves. It’s frustrating, and more importantly, your buildings can’t work efficiently. Hundreds, even thousands of jobs left open, with unemployment in the double digits. In fact, sometimes it makes no sense at all. 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. ‘Not enough workers!’ 13% unemployment and 800 jobs unfilled.
