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- Dirktator & The Admins
Greetings from snowy Colorado, everyone!
I'm designing my first region-wide Transportation Master Plan™, so that I later have something to kick myself for / regret every step of the way!
I have NAM 35 and my TSCT is set to European (high) usage of transit, so my sims will actually, you know, walk a mile (unlike certain *cough* California-centric vanilla lazybones sims). I'm on Eaton region (I'll post a pic further down), and I'm anticipating very high density near the water, slowly petering out to medium and low density as you move West, maybe akin to a Chicago type region in terms of density / land value.
My goals are to: push myself to learn more about NAM, develop something that is functional and cost-efficient, and to develop something that is aesthetically pleasing / not OVERLY grid-y (without pouring TOO many extra hours down the drain for looks).
1) Is it a good idea to do transportation top-down like this, or should I let the cities and transit evolve more organically as I develop each city? (in theory that sounds most realistic, but in practice I'd rather hammer down a skeleton that at least serves each area minimally and then later build onto it, rather than have to go back and demolish and re-envision a lot with existing infrastructure. Don't want any eminent domain riots!)
2) What types of transit would you plan most centrally for a region of 10-50 million sims? I'm thinking heavy rail and RHW will form the bulk of my inter-regional connections, with some monorail connecting posh areas, and subways in the CBD's.
3) Do eternal commuters only apply to one type of transit at a time? For example, if I plan a RHW system that follows the tree structure, but have another type of transit that completes a loop (with the RHW), it wouldn't matter because they'd have to be transferring / parking to complete said loop, right?
So far I have a rough sketch of what a possible RHW / rail / monorail network could look like. Let me know if I have set it up correctly to prevent eternal commuters (the squares are outlining the tiles I believe will be the most dense, but don't cross any regional borders):
I have been building central transit hubs for large tiles containing major arteries as the switching point for intra-tile to inter-tile transit.
It just dawned on me that this has been based on a fallacy of basic math/analysis.
(1) Most tiles will due to the infinite commuter problem often enter one end and exit the opposite.
(2) The tiles are squares. In most cases, the transit off a perpendicular side is the length of 1 side whether traveled by hub or loop.
(3) In case #1, a hub yields 1X side distance and a loop 2X side distance. As there can only be one opposite exit, a simple direct shortcut suffices to resolve this case without a generalized hub.
(1) The loop is far simpler to construct than the hub.
(2a) All above ground building can happen within the loop without the loop becoming a consideration.
(2b) The loop greatly reduces clutter.
(3) Transit inside the loop is mainly local to bring transit to the loop.
I think loops are to become a major feature of all infrastructure. Comments?
Super pretty, can't wait to add these to my farming towns.
Can you recommend / link to any specific content, when you say "These lots look best when used in conjunction with other rural SC4 resources (like farm fields, orchards, etc)"?
It's been years since I made this, I don't even have SimCity 4 installed and I didn't play it for a long time.
Try to install the latest NAM version, if not, try some of the older versions, maybe new versions don't have that trick anymore.
I hope it works for you