Cities: Skylines

Cities: Skylines

More Employment Information
32 Comments
Alt History Sports 31 Jul, 2023 @ 6:43pm 
Will this mod let me select a building (in my case specifically the Match Day Stadium) and see all the workers there, and their different jobs?
Julius 28 Jun, 2023 @ 8:27am 
I dont understand how this mod works. It says my employment is 97% of uneducated people. But they have 57% workers to job ratio.
sfh0525 23 May, 2023 @ 2:57am 
Still working
Jimi Wan 27 Oct, 2022 @ 9:52am 
Ok thanks Meda22 I will ask in there.
meda22  [author] 26 Oct, 2022 @ 1:52pm 
@Jimi Wan

2/2

This means, that only new born children are getting education from city's schools...
* they get level "educated" if they visit elementary school - so if you have enough of them, everybody gets that level of education
* they get level "well educated" if they visit high school. And I believe, that all cims try to attend high school if you have enough of them so that means that all sims will get "well educated" level hence so small number of workers on "educated" level only
* and only some cims decide to study at university and get "highly educated" level... policies like "school out" or "school boost" can change that ratio - but again, it works only on universities. Now - this is only my guess, I suggest you to ask in Lifecycle Rebalanced mod about it as they have definitely more knowledge how game works regarding education
meda22  [author] 26 Oct, 2022 @ 1:52pm 
@Jimi Wan

1/2

I see - to be honest, I don't know precisely how education path for cims works, but I do believe it is like this in vanilla:
* all immigrate uneducated
* uneducated adult looks for uneducated jobs (but it has chance get better education via library)
Jimi Wan 26 Oct, 2022 @ 1:22am 
@meda22

no, as the mod shows separate stats for each and the other two have no issues. Its the 'Educated' I am having problems with as below. 22 Educated workers and 495 Educated jobs. I always seem to have plenty of people in Elementary schools flowing in and out but they don't take up the 'Educated' jobs.

I do however have the two mods, Lifecycle Rebalanced and Realistic Population which I thought I would try this time. Left them on default settings. Never had this issue before installing those two mods though.
meda22  [author] 25 Oct, 2022 @ 11:34am 
@Jimi Wan

Haven’t you count educated / well educated / highly educated workers togheter?
Jimi Wan 25 Oct, 2022 @ 6:39am 
Ok, I'm a tad confused. I am going through the annoying part where there aren't enough 'educated' workers. Plenty of all other three levels however. Now, I'm clicking on my houses and I can count roughly so far (without clicking on every house and block of flats) that there well over 100 educated workers but the mod is telling me

Educated : 100% (22/22) Workers vs Jobs
4% (22/495)

So all my educated workers are employed, but.....I am not very good at maths I will admit but if I have seen there are 100 educated workers out there and this is without counting all of them, shouldn't that read more than 22/495 ?
meda22  [author] 31 Jul, 2022 @ 2:13am 
@Moyocoya sorry, there is no way to do that right now
Moyocoya 31 Jul, 2022 @ 1:53am 
Hi,
This mod's window is so usefull that I leave it always opened. But only the workers vs job is really relevant for me. I there a way to get a smaller window ?
buda atum 27 May, 2022 @ 8:32am 
I have tested this mod and found it works fine to date and I just can not possibly play without it as it would be like playing blindfolded.

Thanks meda22.
meda22  [author] 25 Feb, 2022 @ 2:07pm 
@CassiBerlin
No problem at all. In the game setup, I would really suggest to use that other mod because Realistic Popoulation and Lifecycle Rebalance make changes where you can appriciate more detailed information. I mean - my mod would show correct data too but it doesn't have that level of granularity you are probably looking for (shows data by zones and then everything else - industry areas, services etc - in one bag).
Also - when solving employment issues in a city - it is important to realize that people will never change workplace once they get one. So for example it can happen that you will have a mine in industry area full of well-educated people and then offices will complain about "not enough workers" just because that mine was there first. And I don't think that any mod is changing that game behaviour... because as far I know, the game doesn't hold information what education level job a person has - but just that the person has some job and that is all.
CassiBerlin 25 Feb, 2022 @ 5:16am 
@meda22, thanks for your feedback
I appreciate your attitude to recommend other mods!
The one you've pointed to is what I've just installed for that exact reason. I'm not afraid of corrupt files, but I need the mod to support finding the balance in the game.
Thing is, I've just started using Realistic Population and Lifecylcle rebalance mods which totally totally change how C:S behaves (new challenge). Without good presentation of the population, it's really hard to figure out why campus or industry areas are ignored... well, it's about the journey, not the target. Thanks again
meda22  [author] 24 Feb, 2022 @ 9:27am 
@CassiBerlin
I understand your point. I did make some shallow checks and the numbers should be correct even with Airports DLC - but as said I didn’t have time to make some thorough testing. But this mod is not invasive - meaning it does not affect simulation in any way, it is just a bit different representation of already available data in game. So in that sense, it is safe to use or try and remove it any time. Btw. i also see that https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2074258904 started to get regular updates again so maybe it’s worth to try it too :)
CassiBerlin 24 Feb, 2022 @ 3:16am 
Sounds like a thorough concept, but I'm hesitant to use due to date of last update. The recent DLC broke so many mods (even if you have not installed it) that I'd appreciate a comment about full compatibility.
If you don't find the time to check or update, fair enough, it's just a game so don't feel rushed. Thanks and enjoy the game
buda atum 29 Nov, 2021 @ 5:08pm 
Great mod. Helps understand the need between office and factory demand.
Gerishnakov 27 Aug, 2021 @ 9:05am 
Great mod, super helpful!
Darkangel 25 Aug, 2021 @ 10:32am 
ok so all the avail high edu jobs are all taken with more than the same amount needed for the high edus to fill up. Hmm ok thanks. Btw I presume yours is the latest version but there are only 2 other mods i put in my game recently: the cargo info mod and favorite sims mod so I wish the loading screen would tell me why my fps is really slow now.
meda22  [author] 24 Aug, 2021 @ 9:41am 
@Darkangel
I suppose your comment is regarding data shown in screenshot. I tried to explain "Employment" statistic and "Workers vs Jobs" statistic in description... but let's take a look one more time:

There are 1167 well educated workers in the town - 1123 has a job therefore 96% of well educated workers are employed (Employment statistic).
Whereas "Workers vs Jobs" statistic shows ratio between number of well educated workers and jobs which require well educated people. That 253% says there is a big overflow of workers - basically town would need 2,5 times more jobs for well educated people to ensure all of them would work in a job which fits them.
Darkangel 24 Aug, 2021 @ 7:46am 
If yours is the more accurate calculation than the previous employment stat info mod ie you said you added the service jobs so the workforce doesn't look ridiculously over high, how then can you still have 253% of well educated people in 100% jobs then?? What jobs did you still neglect to include because the highest you should go is 100% not 253%.
meda22  [author] 21 Aug, 2021 @ 5:13am 
@bamessner12 TOT stands for “total”… just a sum of all job positions for that education level.
bamessner12 21 Aug, 2021 @ 12:22am 
What does the TOT stand for? My small brain just can't figure it out...
meda22  [author] 5 Jul, 2021 @ 2:15pm 
@tsunamizero02 unique buildings workers/workplaces are falling to SRV category too. Basically, if building is not a RICO zone building, it’s falling to SRV category. I would like to make separation of Industry Area buildings from SRV category to its own one but still no time to do it.
tsunamizero02 5 Jul, 2021 @ 8:01am 
Definitely using this from now on! Thanks for your hard work!

Out of curiosity, how are the jobs provided by unique buildings classified?
meda22  [author] 18 Jun, 2021 @ 12:36am 
@Gary Glitturd
I totally agree and I am planning to do that but sadly, I haven’t have any time so far… let’s see if I find some spare time over the summer :)
Beb 17 Jun, 2021 @ 9:36pm 
Would it be possible to add an extra category for jobs, for industry DLC? It looks like all of these jobs are categorised as 'SRV' right now, which is potentially misleading. Either that or treat industry DLC as part of the 'IND' category?
Glam_Helen 24 Apr, 2021 @ 11:20pm 
@meda22 Yup, I misunderstood your description. I will delete my last comment as to not confuse anyone.
Martin D 19 Apr, 2021 @ 11:28am 
ok thanks :-)
meda22  [author] 19 Apr, 2021 @ 11:18am 
@Martin D ... I was maybe little bit unclear in description - it is a replacement so you should unsubscribe previous versions ( Employment Details , Demographics: Jobs and Employees )
Martin D 19 Apr, 2021 @ 11:07am 
Hi ! just to be sure: is it an addition to actual mod or a replacement ?
Finwickle 6 Apr, 2021 @ 4:10pm 
Interesting continuation of this mod. I will certainly keep an eye on this and test it when I get the chance (first trying to get rid of some mod compatibility issue).