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LGMizzell

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  1. Digital Deluxe, upgrade? or not

    Honestly, this should be FREE, especially for those of us that bought the game at full price in the first few days of release...
  2. Is the game too easy?

    There's a level of complexity I was hoping for that's missing. I really wanted to be able to get down and be able to tweak stuff on a really small level. I'm a bit disappointed because of that. The perfect game would be a (100% bug free) version of this combined with Cities in Motion perhaps. The bigger problem I have though - once you've sorta got the formula down, other than road layout, everything sorta looks the same. I'm really wishing for more diversity. You can recognize the composer of a piece of music you're not familiar with, the artist of a great painting, or the singer of a good song because of their "signature". That's really missing here. I would really love a little more personality - something that lets my cities be more distinctive "me", instead or "meh"...
  3. How would the traffic be on this design?

    That's someone parachuting over the Playa at Burning Man, correct?? Attending Burning Man one year is definitely on my bucket list. I need to hurry up though. I'm getting old....
  4. My method is to move very slow as well, and try to keep the balance of workers/jobs as close as possible. I've also had very good luck with NOT zoning a full block of just residential/commercial, but mixing them instead. So, a long rectangle New York styled block will be mostly residential, but will have a couple clicks worth of commercial mixed in. Mixing this way seems to help with traffic problems somewhat as well, since agents aren't driving distances from one area to another to get to a job. I only start running into problems when things start upgrading, as low density to medium or high vastly changes the population per square ("per square" - is that the appropriate term?) and starts throwing your balances off. Slow rezoning adjustments are done to compensate as things progress. It gets more difficult as the population grows, because the numbers get, uhhh, interesting, past a certain population point as has been previously discussed here. These numbers seem to work a little differently after 2.0 by the way. If I take my time, I usually have no problems getting a city exactly where I want it ... At first, I was into the GROW GROW GROW MAKE IT BIG thing, but I'm finding it more interesting/challenging at this point to try and create a place I'd actually want to live myself, which usually involves much less density and fewer towering claustrophobia-inducing tall buildings. Of course, to do this, you've pretty much got to ignore the zoning guy, who's trying to force you to cram as much as you can on the map...
  5. 2.0 - Initial Observations

    Also observed just now ... I don't know the exact amount of time, but I left the house to walk the dogs. When I returned, the game was in pause. I've confirmed this with a few others as well. I've had several successful cities that were stable enough that you could just go to lunch and let them run. Not now. It "auto-pauses" after a certain amount of time....
  6. 2.0 - Initial Observations

    In addition to the other stuff I've previously discussed ... 1. Recreated the pollution issue in a residential only city 2. Ran into a render bug I've not seen before a couple of times where I could see a grid extending into infinity off the edge of the map 3. I won't call this one a problem yet, but I've set up train and bus stations in the residential city, plus train and bus stations in a neighbouring almost industry only city. So far, almost nobody in the residential city is commuting over to the industrial city to fill jobs. I've spent limited time letting this one run just yet, so it may not have had proper time to work out the region interactions just yet. We'll see after letting it run a bit more...
  7. 2.0 - Initial Observations

    Revisiting the pollution issue once again... I thought it might be related to having an incinerator at the dump. I can recreate the problem at will without an incinerator. That's not it either. However, Maxis is aware of the problem and a fix is already in progress. New stuff I just had a building go abandoned. Reason? "Couldn't get to school". But, it was NEXT DOOR to the school! Uhhh .....
  8. 2.0 - Initial Observations

    Tried a 2nd city just to be sure about the pollution issue. I was able to recreate it again with no issues. Once you get *just* enough industry to get that first "air pollution levels are rising" alert, it basically spawns from off map somewhere with zero relation to anything you've got in your city, and it does not go away, regardless of what you try. Once you've got it, there's nothing you can do but watch the decline. There's no way to keep up with the sickness, deaths, and "too many germs" abandoned buildings.
  9. 2.0 - Initial Observations

    Garbage is fine ... I set up the dump and maxed the trucks before I zoned anything at all. 100% of garbage being collected. Sewage is all being processed properly as well with no backups anywhere. Water plant has a filtration pumps. It's clean there too. In theory, this city should have almost zero pollution anywhere except maybe a small part of the sw corner where there's only 3 or 4 factories total - all downwind from everything else. It's got to be a bug. I see no other logical reason for it.
  10. To see wht I thought of 2.0, I set up a new sandbox city as the only city in a region. Once I got it where I wanted, I had: Fairly sparse layout. Approx 13,000 population good balance of everything, no unemployment, very few open jobs ... a happy place that's running fine without further tweaks. two solar plants for power (a nice 'green' oriented city) Good education and tech levels Very little industry, and all of it in a tiny corner of the map where the wind carries all pollution immediately of the map and out to sea. Boat load of parks and trees. Two small police departments, zero crime Two clinics - no sick people or injuries 1. Overall, traffic seems better than before. 2. Garbage trucks are still clumping up. I maxed the trucks at the dump, and they followed each other around like a blue caterpillar for the first half of their run. They slowly split up a bit, but even after that, why do I need 5 trucks on one street that has little trash to pick up when there's NO trucks on other streets. This still needs some adjustments in my opinion. 3. School bus behaviour is better now and aren't clumping up as much. I would have expected the garbage trucks to do the same though, huh? I let everything run a bit, and then hit the pollution problem... Problem started immediately after I got the first "air pollution levels are rising" alert. Germs (air pollution) seemed to almost spawn towards the CENTRE of the map, rather than blowing in from a particular direction, though I can see small amounts enter the map with the wind. I watched it for awhile, looking for a cycle of some sort. Didn't see one. Worse at specific times of the day/night? Nope Tied to rush hour - caused by traffic? Doesn't seem so. It's random All my industry is DOWNWIND of the problem. Once it started, it just got worse and never abated. Clinics filled up, sickness everywhere, deaths stacked up. Planting trees like a demon isn't doing anything and not stopping it. My findings correspond with that of others. This is definitely a bug, and once it starts, you can't stop it and the city becomes unplayable, unless you like sick and dead sims. Conclusion: 2.0 needs 2.1 to fix some problems still there and perhaps a few new ones introduced. When I have time, I'll try to load some previous cities that had problems and see what happens. Will report in on those as well...
  11. Patch 2.0 drops Monday

    As to as new stuff - give me the ability to define one way turns please! Plus, if/once basic stuff is fixed, I'd love some of the complexity put BACK that was taken out because they said was making the game less fun. I think most players are smarter than they give us credit for and for one, I WANT to be able to fine tweak things...
  12. All residential in one square?

    Actually, and this shouldn't even be possible ... You can grid out a city, zone the whole thing residential, provide it with ZERO services ... no water, no electricity, no healthcare, no garbage, no sewage, no police, no fire, nothing sharing with another city in the region, in fact, this can be the ONLY city in the region .. provide your residents with NOTHING but streets and space to build ... and the trucks will show up. And they will build. And they will expand, and density will grow .. Sit there with your bulldozer to take care of fire rubble abandoned buildings and what not, but they will KEEP building regardless. (note construction in the foreground) Request for services? Ignore it all. Homeless? We don't care. Education? Why? Nobody has a job anyway! Sewage? How can there be sewage if there's no water! Parks? Those cost money, you've got to be kidding... We're talking ultimate slum lord here! Less than 30 minutes after setting up the grid ... I've got over 400,000 residents. If I had sat there longer, it would have kept growing. Like I said, this shouldn't be possible to do, but it is... Tax rate? 1%.
  13. Two region mates and I *carefully* coordinated everything so each city in a region would only have to bear the expense of one or two upgrades. But, the benefits of some of them did NOT carry over from one region city to the next , and duplicates had to be added anyway in a different city just to get something working correctly. Anybody else experience this?
  14. Found it. Thanks. Was thinking of editing some video of the lizard doing what it does for a piece of music I'm considering ... but after watching it work its way through a dense map, it's kinda cheezy close up. Wasn't what I was hoping for... Stuff catches on fire BEFORE the lizard even breaths fire on it. Odd... Sims just stand around, even when engulfed in flames. They are absolutely indifferent to it. Nobody runs. It's like the lizard isn't even there. Car's don't panic and try to get away either, although some catch on fire and are flung into the air. Drivers have the same indifferent attitude as pedestrians. With everything else that causes traffic jams in the game, you think this would be a major cause with sims trying to flee, but the sims and the lizard seem to exist in two different, but simultaneous planes and ignore each other. Hmmm ......
  15. Is there a way to trigger/start specific disasters on purpose in sandbox mode?
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