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Cape Trinity

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Creating a successful lifestyle in Cape Trinity

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geekgirl101

I decided to make Trinity Point my casino city, it originally made sense since it had 2 entrances from the highway, a rail track, and plenty of spots for a ferry/cruise port. Only thing that was a letdown was the layout of the map, it was way too circular which meant making a circular city. Problem with circles is that buildings don't adjust well to circles and much of the land is wasted.

From what I learned about casinos is that there's many things that result in their success and failures:

  1. Placement by transport
  2. Placement by tourist attractions
  3. Design based on tourist visitations and stay overs
  4. No nearby commercial lots (especially hotels)
  5. Population and wealth of residents
  6. Traffic density leading to and around the tourist areas

Because of the land layout even with almost every residential lot being a *high wealth high-rise I was only capable of getting 55k population, which is far too small to support a casino city. Commercial buildings are good for attracting tourists, however you need to keep on top of them and blow up the hotels that appear. From what I noticed high wealth commercial buildings are more likely to become hotels, or they could be being influenced by nearby tourist attractions. Best thing to do is keep them away from the casinos altogether, you don't want them distracting your tourists, or if you got a supporting city with jobs and commercial lots you might get away with having no commercial lots at all. I'm testing to see if a city will cope without any commercial or industrial lots. I noticed tourists saying they got bored and leaving the city, I'm doing some observations to see whether it's traffic congestion stopping them from getting to the traps or if the lack of commercial lots is why they're leaving.

Positioning of the casinos, tourist attractions, and types of transport is very important also. For example the Sydney Opera House greatly attracts high wealth tourists, so placing a nearby casino that has accommodation and entertainment suitable for high wealth tourists makes more sense than placing a nearby casino that only accommodates and entertains low wealth tourists. At the same time you want to place those buildings close to the ferry with a cruise port since high wealth tourists are more likely to arrive by cruise than by bus or train. This is what I observed from tourists:

  1. High wealth tourists usually come by cruise or car
  2. Mid wealth tourists usually come by cruise, train or bus
  3. Low wealth tourists usually come by train, bus or car

Design of the casinos makes a difference. Watch who enters and try to accommodate for their needs. If you got lots of mid-wealth tourists entering then try plopping some mid-wealth attractions and rooms. You may have to bulldoze and rebuild casino modules regularly until you get a good balance.

  1. Normal casinos have modules that attract low and medium wealth tourists
  2. Sci-fi casinos have modules that attract low and medium wealth tourists
  3. Sleek casinos have modules that attract low, medium and high wealth tourists
  4. Elegant casinos have modules that attract medium and high wealth tourists

Ideally you would want your sci-fi casinos to mostly attract medium wealth since these are pretty expensive to run, and your sleek and elegant casinos need to try to aim towards high wealth for the same reason. The sleek casino can only accommodate so many high wealth tourists since you are required to plant at least a low or medium wealth room in order to plant a high wealth room, the same goes for the sci-fi casino which can only accommodate so many mid-wealth tourists. However the elegant casino is capable of hosting lots of high wealth tourists, so you need to make this very attractive for high wealth tourists to stop by. The Sidney Opera House and the Statue of Liberty makes a good trap for high wealth tourists, and having a cruise port nearby is also a good idea so that high wealth tourists coming off the cruise go straight for the opera house and then to the casino when finished.

Your population of residents is just as important as everything else. If your town is a low wealth town with barely a handful of residents then they themselves won't be visiting the casinos, so make sure they're happy, being paid well, and plentiful.

In the end my casino test city is proving a bit of a failure even with close to 22k tourists. It's all trial and error on making sure I'm profiting from both the casinos and the tourist attractions, which means a lot of bulldozing and repositioning, which in Trinity Point is not that easy. I need a bigger map, one that isn't circular at least. Trinity Point isn't big enough to support the massive tourist traps on top of the residents. I may go back to Clearwater and try to get things rolling there again.

*One of the dangers of having nothing but high wealth residents is that any of the grotty jobs get looked over such as sewage treatment, water treatment, garbage disposal. They may be miserable but you need to have mixed numbers of different wealth type residents with just enough low wealth to operate all the dirty jobs and enough high wealth to run the shops and big businesses, leaving the majority as mid-wealth for factories and pokey little shops that didn't quite make the high wealth spots.

geekgirl101

I decided to go into my sandbox test to see what would happen if I made Norwich Hills primarily an industrial town with lots of mines and drills scattered everywhere and very little of everything else except for houses. The problem with houses in an industrial city though is that they all look like little trailers, and to amass the number of workers to fulfill the dozens of jobs you need practically every inch of the map covered in them. So I upgraded the roads to high streets and planted a number of parks to improve the land quality and encourage the workers to upgrade their little trailers into small flats.

To be honest I don't know what an industrial town should look like, except that it's covered with drills, mines and storage. I tried looking up images on Google and found one which had the workers lived locally in rows and rows of flats and the glimmer of the big city in the distance. Some pictures showed an area in the middle of the boonies full of the lights of the mines and headquarters, so this is what I decided to go for. Easier said than done though. I know I didn't need a city hall for finances, after all this was an industrial complex not a proper city, but if you don't have a city hall with the department upgrades then the game moans you can't use certain buildings like the fire HQ, train, hospital and utilities, so you must have a neighbouring city with all the necessary departments unlocked.

The next hurdle was trying forcing sims to accept a city without flora and fauna and encourage them to build up big houses without going into the red straight away. Land value and their current income plays a huge factor into the types and size of houses they make. They'll live in trailers or small houses for eternity if you don't alter the land value, and the nearby mines and factories lower the value whilst anything like hospitals, clinics and fire stations will increase the value. Because of this I'm always low on workers until I add parks in local places around the residential area, and you cannot control what they expand into without constantly knocking down their homes but some will be stubborn to build theirs the way they want to. Also they moan like crazy that there's not enough parks/commercial to keep them happy.

After watching the city run over a couple of days it became apparent that you just cannot create an industrial complex without having it inside a city to begin with to help finance it, work in it, and provide education. Without any schools the sims will be susceptible to setting their homes on fire and suffering mortal injuries and their job performance at manufacturing TVs and computers is greatly reduced. Even with a neighbouring city providing schools and universities it would appear the children do not commute from your city to study. Every single non-residential building needs workers, and factories use a lot of them.

Considering how large the headquarters are and the fact that they do not affect the land value I decided to plop these in another city. That's fine, providing that the other city has those resources and has been actively mining them up. With Cape Trinity only Norwich Hills has oil, ore and coal, so while you can cheat your way out of having these through sandbox mode you'd have to make space for them in normal mode. Luckily for me I found a nice patch of unused land near where I had the oil fields for placing my various fully upgraded headquarters, but these take up workers, and workers are a precious resource of which I have very limited amounts.

I was also producing mass quantities of raw and secondary materials in such an excess that the factories were unable to keep up and they had to keep shutting down until they could ship off their load. This meant lots more storage and having some of it shipped off from different trade ports in order to keep a steady flow of ore > refiner > factory.

In the end I concluded that having such a city worked well for a great works project since you're not going to make masses of profits out of running all the industries at once, but due to the amount of space that would get filled with trade ports in order to store all the necessary materials it was best to work on one trade field at a time otherwise land space for workers would become a serious issue.

geekgirl101

I keep hitting in the red every so often with my big educational city. The problem I've noticed is that as you want to expand and add more schools and universities the more of the other things you need to survive like commercial and industrial buildings to pay off for it, and then as your population booms for the new workers and students you need to expand resources for bus services, police forces, power supply, etc. It can get to a point where eventually your city will go bust if you get too big and with not enough space to cram in more.

This is what happened to me. I have 2 universities now and 2 primary schools maxed out, a college with 2 extensions, and a high school. I've managed to account for all students now so I have 5,500 students enrolled. I noticed that students who went to one university capped out its maximum capacity and ignored the other university, so I divided the extensions on them so that one is now a university of law and the other is a university of science and engineering (yes, I managed to get in 3 extensions! It took a great deal of messing around with repositioning parks and redesigning some road corners to allow for more small buildings to expand into flats and skyscrapers to milk more taxes.)

With the population boom it has resulted in half the criminals being jailed, half of patients being treated at the hospital, some buildings might get burned down but usually my fire force can get to them in time, and my garbage dump is only accounting for 2/3 of all the cities' garbage. I have a feeling that I may need to build up Norwich Hills fast in order to assist with the garbage collection, especially if I put a recycling center there. Unemployment is also quite high with almost 12k workers being jobless, and I'm only fulfilling half the freight orders with no more room for more trade depots since the 1 trade depot I have cannot get the freight out fast enough on its own. I decided to drop in another trade depot to handle the excess amount of freight which meant busting down 2 tower blocks, resulting in me going over 1k in debt. I had to increase residential taxes to 11% to manage, and the workers were not happy. I have no other option though, my city is packed out and unless I begin shutting down things like the busses there is no possible way I can afford to run the city at 10% taxes.

Another thing I also learned last night is that angles are a bad thing unless you're using intersections. This seems to be responsible for a lot of the traffic issues where cars stop and start at corners and do u-turns. Restricting entries into residential areas to 1 and creating dead ends that don't join with the main roads was also a wise decision to make to prevent a lot of stopping and starting and cars doing u-turns at the lights. I've had no more congestion since changing all corners on the main roads to tight curves. If anyone else is getting trouble with roads being badly congested I would advise them to do the same thing, change the corners on the wide main roads to tight curves and for the clustered areas where there's small shops and houses to cut off a single piece of road that would connect to it so that there's only 1 or 2 routes into it. Here's a couple of screenshots to show what I mean...

s5aerialshot.jpg

As you can see the main roads don't have corners. The tightly packed area inside has though, this is unavoidable as you restrict the amount of land you can put buildings in and as long as the traffic isn't dense in these areas then it doesn't matter too much. There is only one entrance into the residential area on the right at the bottom and this is based quite a way down the main road so that there's no immediate traffic pauses by the 4-way intersection. This is also important, if you have road entries too close to an intersection this will cause traffic to pile up. On the left side you can see that the road that could adjoin to the central lane isn't connected so that there is only that one entry at the bottom-right. There's little to no traffic taking up the intersections and this is well into what would be rush hour traffic.

Here's another screenshot with the roads selected...

s5aerialshot2.jpg

It's a bit hard to see but all the roads are highlighted either green or grey, indicating that there is no traffic congestion.throughout the city. There's also no pileups on the highway. In the middle intersection the road is a bit yellow, this is about as bad as it gets and doesn't last long before it becomes green again. Here's a better shot of that intersection...

s5aerialshot3.jpg

There you can clearly see the small pileup in the middle of the intersection, and you can also see more clearly at the bottom the road that doesn't quite meet the main road. For some reason my population has dropped despite more skyscrapers appearing around the map, but even when this bounces back up again the traffic is still just as smooth with very little to no congestion.

geekgirl101

Creating successful cities in Cape Trinity have been a real problem for me for a while, namely since the cities there are very small leaving very little room to squeeze everything in them. So far I've been experimenting with Norwich Hills and Clearwater.

One of the biggest issues is that the guides are a bit useless. While yes you can make perfect squares with them the thing is the maps themselves are not perfect squares, and the edges of the grid are too close to the perimeter of the city map so you can only get small houses around the perimeter. I did a lot of work in trying to remap the edges so that when the area expands the buildings can reach the edge of the perimeter.

Another problem is that simcity doesn't handle curves very well. So far the edge of the coastline in Clearwater is a mish-mash of tall skyscrapers and pokey little coffee shops. I'm ok with it though, since it feels a bit more natural that not every single building is a skyscraper.

Norwich Hills was the biggest challenge of them all. With such huge areas of the map being rich in resources it meant that a huge portion of the map was all drills, mines, trading ports, factories and head quarters, leaving very little room left over for making a normal city with residential, commercial and industrial buildings. Because it left such a small space it was hard to make any decent money to afford everything and many times I had to up the taxes to insane numbers or take out bonds until I was making good money out of selling the resources. My budget was massively in the red but my investments were keeping me from crashing and eventually I was making so much simoleans and with the trade ports being close to the rail lines I was making millions.

Clearwater was a really painful city to make. Originally I wanted to make a casino/culture city, but I was hit with the problem of the city just being too darned small. I'll make an attempt at creating it in Trinity Point instead in sandbox mode before I put it on my normal mode region. So instead I decided to make a typical city with schools/universities to educate my sims in the other cities. This lead to problems of having enough room to cram it all in, but eventually I got to having 2 universities in order to create at least 2 expansions and barely making anything in my cities' budget despite having plenty of commercial and industrial buildings to keep it from crashing. I have a large rich mans' area, a fairly large middle-class area surrounding that, and in a corner I have what I would describe as being like Salford. Each area has different size houses and commercial lots. I did want to have it that the sims went to Norwich Hills to work and lived in Clearwater and that all the other stuff such as water, waste, sewage and power would be provided for by Norwich Hills, but unfortunately it doesn't seem to work too well that way and is a massive fortune that I cannot afford as I'm barely scraping by with 400 simoleans an hour after having smashed a few houses to fit in the expansions for the universities. I don't think I can survive another expansion, there's no room, I'd lose money from the tax payers, and I'm for some reason missing 500 students and will never hit the 3k student requirement even if I had them.

Another problem with Clearwater was that since the population hit 133.5k there was an issue with traffic jams. I eventually got this worked out after creating a ring road around the city with lots of dead ends in the residential area in a hopes to divert traffic to either go around the city or through a criss-cross section that went through the middle of the city. To start with it was chaos during rush hours, and having all busses active made things even worse as it cluttered the roads with too many busses. Eventually though it worked itself out. It is now fairly clear with a little congestion at intersections during rush hours, which is typical for a city. I don't expect completely clear roads, but I prefer not to have the traffic backed all the way up the highway that kids can't get to school on time and that fire trucks, police cars, and garbage disposal can actually get their job done in time before it gets out of hand. Not all the garbage is being collected, I still have 3.5k amount of garbage cans stuck on the streets and the industrial buildings are often throwing their junk out on the roads. If I begin to make more money somehow I may be able to invest in another garbage dump or purchase services from Norwich HIlls, providing that it works as it should and that I can design Norwich Hills to allow for multiple garbage dumps before I completely run out of space.

In the end yeah I made a nice looking city with Clearwater and have kept everyone sort of happy, but the expenses in maintaining such a city is so great that I have a feeling I may have to specialize in order to afford it all. Norwich Hills seems to work with it being heavily focused on milking the resources and manufacturing, providing I keep enough space for the residents also.

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