Cities: Skylines

Cities: Skylines

Real Time
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dymanoid  [开发者] 2018 年 7 月 6 日 上午 1:08
Work shifts
Here is an overview of the work shifts for your citizens.

Work shifts
There are 3 work shifts:
  • First shift - this is the main work shift, most citizens go to work at this time. The start and end times can be configured in the settings, defaults are 9 a.m. until 6 p.m. with a (configurable) lunch break.
  • Second shift - starts when the first shift ends, goes on until midnight. No lunch time.
  • Night shift - starts at midnight and ends when the first shift starts. No lunch time.

The default distribution between the work shifts is as follows:
  • First shift - 80%
  • Second shift - 14% (configurable in range 1% - 25%)
  • Night shift - 6% (configurable in range 1% - 25%)
The distribution can be configured in the settings.

Extended work shift
The following buildings need to start working very early in the morning. Therefore, their first work shift starts not at the configured time, but rather at the city wake up time (but no later than 5:30 a.m.)
  • Education
  • Industrial Forestry
  • Industrial Agriculture
  • Commercial Low
  • Beautification and Parks

Work shifts count
Here is an overview how many work shifts do buildings of different types have.

Single work shift (first shift):
  • Industrial Forestry
  • Industrial Agriculture
  • Offices
  • Education

Two work shifts (first and second shift):
  • Beautification and Parks
  • Monuments and Unique Buildings

Three work shifts:
  • Commercial
  • Industrial Generic
  • Industrial Oil
  • Industrial Ore
  • Tourism
  • Electricity
  • Water
  • Healthcare and Cemeteries
  • Police and Prisons
  • Fire Department and Disaster
  • Public Transport
  • Garbage Processing
  • Road Services

Work on Weekends
Buildings that need workers on Weekends:
  • Industrial Oil
  • Industrial Ore
  • Industrial Forestry
  • Industrial Agriculture
  • Commercial Low
  • Commercial Leisure
  • Tourism
  • Electricity
  • Water
  • Healthcare and Cemeteries
  • Police and Prisons
  • Fire Department and Disaster
  • Public Transport
  • Garbage Processing
  • Road Services
  • Beautification and Parks
  • Unique Buildings and Monuments
Citizens that work in those buildings will head to work even on Weekends. All other citizens will have their spare time on Weekends and do whatever they like.
最后由 dymanoid 编辑于; 2018 年 8 月 14 日 下午 2:41
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NOiZE 2018 年 7 月 6 日 上午 4:57 
Thanks for the nice overview, i'm a bit confused about the commercial statements. I tried to make a table to visualize the shifts:
{链接已删除}

So do i understand correctly that:
Low density Commercial only has an extended workshift, and also works in the weekend.
High density Commercial has three shifts does not work in weekends
Commercial Tourism has 3 shifts, also in weekends?
Commercial Leiser only works in weekends, only 1 shift?

I wash thinking perhaps we could feed such a table to the mod by an XML file or something so users have full control?

Next to that im a bit worried about the garbage processing, that is not ongoing on weekends?

One last question:
Do the workshifts have impact on the production of a building? IE, the industry does not produce in the weekends, and therefore hardly any trucks/cargotrains are driving around the map? (would be cool)
dymanoid  [开发者] 2018 年 7 月 6 日 上午 5:53 
Commercial Leisure works 24/7 because all commercial buildings have 3 work shifts. So the table you linked is not quite correct.
Despite having no workers, the garbage trucks will be doing their job even on Weekends. For the same reason, the cargo trucks and trains will operate on Weekends too. The work shifts only impact the citizens movement but not the economy/cargo logistics. This is something for an economy mod, I think. I will not implement this in Real Time.
NOiZE 2018 年 7 月 6 日 上午 6:04 
Thanks for the clarifications. I've tried to update the table:
{链接已删除}
I've assumed that all Commercial is doing 3 shifts on workdays and on weekends.
dymanoid  [开发者] 2018 年 7 月 6 日 上午 7:03 
That is incorrect. Commercial High doesn't work on Weekends, as well as Commercial Eco (if you have the Green Cities DLC) while Beautification and Parks do.
最后由 dymanoid 编辑于; 2018 年 7 月 6 日 上午 7:05
shaneturner12 2018 年 7 月 10 日 上午 7:25 
I've got a query relating to Commercial High in that case. Is there something built-in to the mod that prevents these buildings becoming abandoned due to no customers on weekends?
dymanoid  [开发者] 2018 年 7 月 10 日 上午 11:02 
The fact that citizens don't go to work on Weekends doesn't affect anything. The game only checks whether there are enough assigned workers. So the work shifts have no impact. If your buildings get abandoned, then there are either not enough workers in your city, or not enough customers, or maybe some other problems. The mod has nothing special to prevent that, it only causes the problem timer to run slowly (so you have more time to fix the issue).
最后由 dymanoid 编辑于; 2018 年 7 月 10 日 上午 11:02
Owlchemist 2018 年 7 月 13 日 下午 4:14 
If you want to aim for extra realism, consider making ore specialization take less time off. Mines are basically 24/7/365 operations irl.

cite: best friend is a mining engineer. Those guys don't quit!
最后由 Owlchemist 编辑于; 2018 年 7 月 13 日 下午 4:15
dymanoid  [开发者] 2018 年 7 月 15 日 上午 5:14 
引用自 Owlchemist
If you want to aim for extra realism, consider making ore specialization take less time off. Mines are basically 24/7/365 operations irl.
Tracked it down on GitHub as a feature. Will appear in an upcoming release.
Althazar 2018 年 7 月 21 日 下午 5:27 
I wonder about things like agriculture, logging, and the organic commercial businesses? Most farmers work all week.
dymanoid  [开发者] 2018 年 7 月 22 日 上午 10:01 
引用自 Althazar
I wonder about things like agriculture, logging, and the organic commercial businesses? Most farmers work all week.
This is now implemented.
NOiZE 2018 年 7 月 23 日 上午 2:14 
Tried to make a new overview:
https://imgur.com/a/OVS3hIe
th0bse 2019 年 4 月 5 日 下午 2:01 
I wonder why Commercial Low is working on weekends (especially Sunday, Saturday is fine), and also why does Commercial have 3 shifts? I may not understand the relationships between the different things in game correctly, but when Commercial really just refers to where people go to buy stuff, then anything other than one shift, and no work on sundays seems not so realistic to me? Work on Sundays may depend on the country you live in, but i haven't seen a single i.e. grocery store, that was operating on sunday night at 03:30 in the morning.... Seems very unrealistic to me..
Captain Toof 2019 年 8 月 18 日 上午 8:34 
2-2 shifts? 8:00 to 20:00 day+night?
Non-stop industry and services uses that on constant basis.
johncrowwick 2019 年 9 月 21 日 下午 12:04 
Suggesting that students show up to school for the scheduled time instead of the earlier time cause it is kind of unrealistic that students show up at school at 3/4 for school which starts at 8/9 o'clock.

Another suggestion is that instead like @th0bse the low commercial be closed on weekends while high density is open on weekends seeing as how high has the manpower .
Butterworth 2021 年 7 月 16 日 下午 1:28 
Is there any way to modify those hours by users? Also, are there any specific reasons why commercial high are open during the night but not on weekends? This is very unrealistic.
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