How to fix all city problems and complaints. wip
Building Complaints
The thing about this is that this problem only applies to industrial buildings and office buildings. So keep this in mind.
This means that the best way to fix this is to zone more residential. Be sure there are good education facilities like elementary and high schools in the area to support new residential growth. Be sure to also keep residential demand in the RCI (residential, commercial, industrial) demand lower than commercial and industrial demand.
If the issue still persists after some time, try to extend public transportation to nearby industrial and commercial centers. This includes buses, metro, trains, and any other ground transport really. Early-game, you should go for metro transportation when you have a decent amount of money (~$200,000 at around 5,000 population) because it can save lots of space (potentially being underground), and quickly transports people.
There could also be a high amount of well educated and high educated people compared to educated and non-educated people, in which the clear fix is to activate the "Industry 4.0" policy which makes industrial workplaces for well educated and above people only.
This most likely means commercial demand is too high and/or you don't have much commercial buildings to be supported by industrial buildings. This can also happen when you've zoned too much industrial buildings at a quick rate and commercial demand is quickly backing up. A quick fix for this is to zone more commercial until demand is met.
Another reason for this issue is that you are exporting very little goods to other cities via outside connections. An easy fix to this is just to increase plane, ship, railroad, and road connections to the outside world.
In the Industries and Sunset Harbour DLC, this could also mean your plopped industrial buildings like a farm for example, has too much crops and they aren't being exported, whether it be to secondary industry buildings or outside connections. To solve this problem, build more secondary industry buildings. Or you could wait, as this might mean trucks will export goods in the near future.
First off, sure, you may have enough industrial zone coverage, but they could be specialized as ore, farming, oil, or forestry. There is a common misconception about these specialized zones: they don't produce finished goods, which is what commercial zones accept. Actually, they produce raw materials of their special type. To fix this, zone more generic industrial buildings, which will definitely fix the problem.
Another reason is that road connection and infrastructure is poor for commercial imports and industrial exports. A little known fact is that commercial zones also output trucks that import cargo from outside connections, cargo harbours, cargo train stations, and cargo airports etc. Making sure they can access most if not all of these locations can help solve the issue. Industrial cargo trucks should also have a clear way to export goods to commercial zones. Additionally, check if the "Heavy Traffic Ban" policy is active.
Finally, traffic congestion can also be an issue. Just figure out how to fix that yourself I don't know how.
Be sure to also make sure customers like tourists and residents have good road and public transport to said commercial zones.
This problem occurs mainly when there are low amounts of educational facilities like high schools, elementary schools and universities/colleges, so obviously the fix is to place them down everywhere. DO SPREAD THEM APART! That is really important, otherwise there won't be good coverage for basically everyone. Also consider extending public transport to schools.
When you have sufficient demand, also do zone more residential to increase population growth, and stop zoning offices, which require educated people to operate.
This also happens if resources of said area is depleted. This only applies to oil and ore specialized industry. To fix this problem, you can either destroy the buildings and allow the resources to be imported via outside connections, or relocate the buildings to a location with sufficient resources.
However, farming and forestry resources do not deplete, so all you need to do is place farming industrial buildings on fertile land, and forestry industrial buildings on forest land.Building Complaints (cont.)
Usually, these cases are very minor and can be resolved quickly, but if preceding events were done just right, then you might experience the deathwave phenomenon, in which rapid city growth equates to thousands of people being around the same age, and then all dying at around the same time. This could mean losing thousands of people and if major enough, can leave a permanent scar on the city.
During a deathwave, you should add more facilities to handle such a large group of people dying, such as crematoriums, the most effective deathcare facility. Deathwaves will eventually go away with enough services, but may cause you to lose thousands of people.
To avoid a deathwave occuring, gradually zone residential instead of zoning huge neighborhoods at once. This might mean zoning one block, go focus on something else for a bit, then going back and zoning another block. This will most likely be time consuming, but it's the best option to combat deathwaves.
A more in-detail guide I made goes deeper into fixing deathwaves:https://steamcommunity.com/sharedfiles/filedetails/?id=3661920094
Civil Complaints
These are complaints that occur over time and are mainly in relation to city services.
Time-based and necessity complaints
These complaints are either based on time or are focused on necessities. (in this case, necessity = electricity, sewage, water etc.)
In the event of not having enough resources to supply the city, the buildings farthest from the plants will not be receiving necessity supply.
Updates
v1.0 13.1.25: Created guide
v1.0.1 13.1.25: Added "a bit more" categories
v1.0.2 11.1.26: Updated the deathwave section
v1.0.3 7.2.26: updated the deathwave section again
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