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  • (SC4)。Gwaanjyut。関越。
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Found 24 results

  1. Hi, any CS$$ with a lot of jobs??? thkss
  2. I have always loved Simcity 4. There were, however, always the same stupid bugs/problems. One of the biggest problems which I have never been able to tackle in my years and years of playing is traffic. I have tried anything from putting avenues everywhere, to making very complicated infrastructures. Because the traffic AI is so poorly programmed, I never had success. What I tried now, was highways. The sims literally don't use them. Not a single one. Is this a bug or am I doing something wrong? As you should be able to tell from the screenshots, the sims all go to the work next to their houses. None of them goes over the highway to the commercial or industrial zones above.
  3. hey ok question again working in the reader with a lot created as a subway lot. This is a city hall which also has a subway entrance on it. I'll assume it's not possible though. This lot has very few jobs to it. Even when I set the filling degree to 1 it still doesn't provide for many more jobs. Is there a way to add a property in the reader to account for more jobs? I would like to add about 150 jobs to it if I can. I've looked and can't find a property other than job scaling. I've tried that but it doesn't seem to work. Of course I was just messing with the numbers, so if it would work I probably don't know what numbers to use. Also I assume that the filling degree according to the reader is .1-1.0 only.
  4. Version 1.0.0

    3,210 Downloads

    * It is highly advisable to demolish I-HT yards, I-D/I-M sheds or grounds.(they're the whitish land that's not really a building. Sheds are the tiny buildings in I-D or I-M zones(I'm not sure which one)) The decreased job count for these lots can mean they might turn into ghost jobs. Except for them, the 'buildings' have been boosted in various amounts. OK, the Industry sector in this game is not really all that great. I was fed up with the fact that a large industrial building(ex. Dead Forest Paper, Zeno's Truck Parts) is thirty, forty times larger than a small one(Farley's Foundry, Bella Barium, etc.) and they have about 3~10 times the jobs. Bella Barium, a 2x2 stage 1 building that looks more like 2x1.5, has 23 jobs. Zeno's truck Parts is about 2 times taller, 2.5 times wider and 3 times longer, and it's a stage 3. It should not have only 78 jobs. I used both the Industry Doubler and the Quadrupler once, and while it was nice to have 400-ish jobs on large buildings, an I-HT yard having 20-ish made no sense. =============================================== So I have boosted the pop counts for those industrial buildings, based on the 3-dimensional size of said buildings and by stage. (stage 3 has an advantage over stage 1, and I-D has more pop than I-M, which has more pop count than I-HT) You can see that it is proportional to the *volume* of the buildings, not just a blind x2, x4 factor. (Yards/Grounds actually decreased in job count) They range from single-digit numbers to 606(I-M), 962(I-D, Dead Forest Paper), and 386(I-HT, Spline Testing?) After testing, I found that it usually increases the industry population by approximately three times. This is quite variable, if your industrial zones have lots of big buildings there will be bigger boosts, whereas in industry zones filled with Bella Barium or Farley's Foundry has less of an effect. I have separated the files into 3 parts - I-D, I-M, and I-HT. *Don't mind the font. I changed it manually using another .dat. This mod has no effects on your game font. *Comments and constructive criticism always help. (I am a light modder, but anyway)
  5. Welcome to Richardson! Richardson is a small city tile holding exclusively commercial lots and some residential (the mayor's gotta live somewhere). Those leafy mansions in other parts of Metro? Tons of those yuppies commute here to work. Richardson is surrounded by medium lots with many residents. Those lots had their respective CBD's (like Middleton), however, space ran out when it came time to build new commercial lots. The space where Richardson is used to be large spacious lots belonging to wealthier residents. The government acquired the land in order to plan the much needed office blocks and the construction boom began in the 1980's. The transport is excellent and planned, mostly subway with a highway connection on the bottom right. Richardson doesn't really have interesting transport features because I made it before installing NAM. Maybe I'll make some changes later down in the road. Perhaps I should add a green space as well. Beautiful hyperdensity Night view One of the few residential spaces of the city. The mayor and many of the state employees live here. Quaint corner in the big city _________________________________________________________________________________________________________________________________________________________________________
  6. Version 1.3

    1,671 Downloads

    The Turning Torso is a skyscraper in Malmö, Sweden, located on the Swedish side of the Öresund strait. It was designed by the Spanish architect Santiago Calatrava and officially opened on 27 August 2005. The tower reaches a height of 190 metres (623 feet). Upon completion, it was the tallest building in Scandinavia, the tallest residential building in the EU and the second tallest residential building in Europe. http://www.turningtorso.net Dependencies: None! This is a Maxis Nite ONLY lot! Credit to Alsomar for the Sketchup Model: https://3dwarehouse.sketchup.com/by/alsomar Sketchup File in download section
  7. Hello, i have searched the forums but am unable to locate what i want to ask. i am playing in single player mode and have two cities running (oil and ore). i am playing with a few mods (extended worker detail, functional guides, freight functionality, and simcity4 roads in simcity2013). i have all three wealth classes in both cities. i am now playing the ore city and the residential is just now upgrading to medium density. i have lots of unemployed sims (all wealth classes) and its showing no jobs available. i checked a low wealth factory and it is showing the following job openings my first question is why is it showing no job openings? my second question is why are they not being filled? i have let the game run for 5 to 10 minutes (real time) on llama speed but nothing changes. i have had this problem even before using mods but didn't know how many jobs each business had (until using extended worker detail mod, awesome mod to). is the mod telling what the highest number of jobs COULD be at the HIGHEST density? like low density is 10, medium density is 12, and high density is 14? i'll test this theory and if this is the case ill edit this post. to be honest, i never paid any attention to that and have deleted all my other regios . also on a side question, what "freight" does medium and high wealth commercial businesses want? is it tech level 2 and 3 factories? thanks for any help.
  8. Hello guys! Yes: I do regurarly play THE KING of all city builders! Right now I'm having a few issues regarding jobs and nights. I'll explain the latter better with images. I mean: is this supposed to look like this? I don't remember having that before... I'm playing with the SimFox day-n-nite mod. The other issue is about jobs and abandonement. No matter what I do, no matter that I follow demand religiously, that I don't do crazy things, I take my time (I zone slow)... my hi wealth buildings are always (and I do mean always) downgrading (and in some cases abandoning). I have lots and lots of Hi-Tech industry and a good numeer of Co$$$ buildings, too. Maybe I didn't apply the "Missing I-Ht jobs" patch correctly? Could that be the case? I mean: if I query mi Hi-Tech factories, they are never full, but always half-empty (average 50-70 sims employed on a total 130 or so jobs). And, can someone please help me read this? This is a screenshot from a different city (I'm starting to have no-jobs zots in this one as well, and these are from Mid-wealth homes!!!), and it's from the "Chamber of Commerce" plugin. I've even read the read me, but I still don't know how to read all those numbers. I'd really appreciate some help! Thank you a lot! Your precious help is always appreciated!
  9. So like the title says, I always have this issue and I can't figure it out. I have the NAM mod, my streets are clear of traffic, my budget is fine, but whenever I start zoning up to medium-density residential, those darn jobless zots just start popping right up. And then they get abandoned due to commute time. Will they get abandoned due to commute time if the problem is that there are no jobs? I may be allowing too many medium and high-wealth Sims without enough low-wealth. Anyway, here's a pic of my city. Maybe someone can tell me what the issue is.
  10. First of all, I'm skeptical about this being an effect of mods (both the ones made by myself just for me, or something bigger like the I-HT fix), because this happened even before I actually got around to doing/downloading mods, although I can't rid the chance completely. Only the NAM was installed when I first found it, and as I grew industrial complexes the problem became much more noticeable until I decided to post. If you don't like long text, skip the black ink... er... pixels of writing and just look at the pics and the bottom paragraph. This was something that was observed a long time ago, but I found that some of my industrial buildings only had freight trucks going out of them. I thought that this was because of an overflow of jobs or something about traffic, except for the fact that I was following the 2:1 ratio and the Census Repository Facility showed I had 300K vacant jobs in my 3.5 mil region. Then I looked at the traffic and this is what I found: (perhaps because this side is close to my main city: pop count of 2.1 million) AFAIK 4,543 jobs for Havoc Bioenactments or whatever it is, is about 90 times more than my modded capacity (47). I checked it up using the extended query, and it showed 53:301:44 (total 398), which I think is viable IF you count all the outbuilding lots between the motorway and the power line..... but still, 4543 is more than ten times even that. It's not always that building, but SOME building always has employment in the thousands range when it's clearly not supposed to. On the other side of the Tech Center where there's no neighboring city, factories are swatting flies. although I think it is related to the commute time issue a little, the real quirk isn't the swatting flies part, but the extremely dense workplace part. If sims really can't get to a specific spot to work, than jobs should not grow there (and I believe this is what actually happens.... maybe I'm wrong). The closer workplaces should hire only those 400-ish people, and the others should walk in the streets unemployed. Instead everyone hops on to Havoc Bioenactments thingy until it holds thousands. About 2 blocks from the no commuting pic (you can even see one at the corner) there are subway lines with bus stops close by. Bus usage is like 50. They simply get off the subway and walk to their business. After running a few game months, this difference becomes more and more evident. 9135 commuters close to the toll booth, 0 commuters at the other side. In a nut shell, I'll abbreviate the problems to this. Is this supposed to happen?? (If not, is it something that I can smile over the irony, or some big bug that will later force me to reinstall something?)
  11. Version 1.0.0

    179 Downloads

    NOTE: Mister Giggles notified me of a problem and realized that this mod basically touches the same parts as the I-HT fix, which means you'll have to dat-pack. Find the instructions in here http://community.simtropolis.com/forums/topic/48632-tutorial-applying-the-i-ht-bug-fix-correctly/ Hello, this is my first mod creation. It's one that changes the job ratios (Generally boosted R$$) CS$: 100 - 0 - 0 => 93 - 7 - 0 CS$$: 68 - 27 - 5 => 60 - 35 - 5 CS$$$: 62 - 30 - 8 => 45 - 46 - 9 CO$$: 40 - 50 - 10 => 35 - 55 - 10 CO$$$: 20 - 65 - 15 => 18 - 66 - 16 I-D: 100 - 0 - 0 => 85 - 15 - 0 I-M: 50 - 45 - 5 => 55 - 40 - 5 ($$ employment decreases) I-HT: 10 - 80 - 10=>14 - 75 - 11 ($$ employment decreases) You can see that the ratios are a bit skewed toward the R$$ jobs in general, especially the CS types. I have tested this one several times, and you shouldn't have problems unless you use another mod that touches the census parts (most notably the I-HT fix, but this one probably fixes I-HT too.) , or have a very delicate balance of jobs (which isn't really recommended anyway. Having a balance is good, but having just enough jobs for the sims isn't. To be safe, use the 2-to-1 ratio (Ex. My region has 3.6 million sims, and even with 2 mil. R$(over half) and 1.7 million jobs(mostly CS, CO and ID mixed with IM), and it hasn't caused me problems apart from a bit more "future" R$$ and a bit less R$.) Unless you have a whole bunch of CS or I-D as your main jobs, it will probably change gameplay in a rather delicate way.
  12. I have a problem with my "capital" city. This one has 1.2 million R, 500,000 C and 31,000 I. I know the jobs are slightly on the low side but to complement that I made several huge 'industrial complexes' to support the region (also feels more realistic than expected.... where I live there are some places that act as 'grounds for factories'.) so there are no job problems....... yet. Right now I posted this screenie at the time of residential growth in the region so the # of vacant jobs might seem low, but usually I have at least 10% of my regional pop as available jobs.(about 200,000~400,000 regionwide in my region of 2 million) The real problem is that CO refuses to grow. You can see I even went to lower the taxes to 0% (For CO$$ and CS - Right now I don't need CO$$$ that much, for various reasons. Even if I lower Co$$$ taxes to 4%, the demand stays in the -2,000's). I'm pretty sure my EQ is high enough to support CO growth, there are plenty of roads with high traffic(not all - but I found out customers isn't really that important in the way of desirability or demand), but there's no demand whatsoever. If it only 'refuses to grow' than it's not a horrible issue since I can keep up I and R elsewhere and come back, but usually my Co$$$ buildings get dilapidated - about a third of them is suffering from grime on the walls XD. Sometimes one even gets abandoned every once in a while (about 3~5 years ingame?). Although I do have some of my offices in not-so-populated roads, the problem is that some of the dilapidated/abandoned buildings had "High" customers. I'm narrowing this down to demand right now, since my RCI graph is terrible. *PS: Normal tax rate is 7.5% for R$, 8.5-9.0% for R$$, and almost always 11% for R$$$ (meaning I sometimes lower them to 8.8 and loads of buildings redevelop) CS is usually at 5%, CO 4%. Didn't touch the industry one for over 50 sim years. Need some help to resolve this issue - 30% of the land of this city isn't even being used yet.
  13. The topic of RCI DEMAND is one the sprawls quite A LOT; I've read plenty of them to tackle some issues when I play this game. However, the profundity of the RCI system can usually come up with a variation of issues and problems -- some which are hardly addressed in posts. I'm not some kind of veteran but I'm playing Simcity casually to an extent, and till this day, I can't find ways to understand why my demands flourish, then suddenly die and kill my city, and so on. Is there any comprehensive guide around with a explanations to the most intricate part of the system? In one example, i have skyrocketing demands for Medium commercial services and offices. Zoning them however eventually plops High Wealth commercial districts that eventually get abandoned. How are you supposed to deal with these ambivalent issues without harming your high wealth population or so? I'm left with a ridiculous unemployment crisis because of my inability to resolve this. If no guides are to be found, then let's not hesitate to turn this post into a personal troubleshooting, hints and tips post. Thanks!
  14. I wanted to experiment in some region play, so I started new city and got the population up to 115,000 (city A). With demand on the positive side in all zone types, I exited that city and started a new city directly to the south (city B). I zoned nothing but residential, to the tune of about 15,000 residents. The only jobs available in this city came via civic buildings (Police, Fire, School, Medical), therefore most of the sims traveled to the first city for jobs, which the traffic query indicated. I then started a third city (city C) directly south of the second city, this time with about 5,000 residents, zoning no commercial or industrial, with jobs only coming via civic buildings, just like in city B. Okay, the same thing happens. The sims head to city B, which the traffic query indicated, but there are no jobs in city B. I exited city C and went to city B and when I hit play, the traffic query acknowledged the traffic coming from city C with the exact same number city C’s query told me was leaving, and as I expected, the traffic from city C was going “through”, not “to” city B. Okay fine, so I exit city B and go to city A, hit play, and the traffic query indicates that there is absolutely no traffic coming into the city. Where did the travelers go?! I exit city A to check city B and the traffic query still says there are 7,000+ sims traveling to city A in their vehicles. I hit play and the traffic that was coming through city B from city C disappears, but now 65 residents from city B are traveling to city C. I assumed these were civic jobs they were traveling to, and when I exited city B to check on city C, that was indeed the case. Now I query the route in city C and it’s telling me there are still 2,000+ travelers leaving the city. What happened to the commuters? They just vanished.
  15. Yeah: why isn't anyone? I mean: all the workers are either: A) Using the subway/ElRail (a 35% of'em) B) Coming from OUT OF TOWN!!! (the rest of the workforce) I should point out that the freeway is the only thing that connects the city to the industrial zone and only eventually I added the ElRail network: before that, every worker just came from out of town! I did the "drawpaths" thing and everything seems to be in order... Clueless!
  16. http://money.cnn.com/2014/07/17/technology/enterprise/microsoft-job-cuts/index.html Seems that Microsoft is falling apart...
  17. Well, because of job problems (I have them all the time....literally) I decided to develop another industrial area in one of my cities. Step 1: Search a good place Nice one, along those major road and the rail line, some trees for a good start for the high tech industry I need. Step 2: Build the traffic grid Yeah, should be ok, I guess. Won't be a huge area, so minor streets are ok, but maybe you should use some of the modded avenues like Ave 4 and so on. Also buid some stations. Step 3: Civics Fire departments and a parking lot in this case. You also ahould add some parks. Step 4: Build some sexy bus stops. These mates are kinda important. Step 5. Zone! Note that I'm leaving space between the woods and the zones. Step 6. Profit! i use the mod if anyone's asking. It makes the Maxis lots way better and brings also walls and filler lots (which I forgot to download for HI, so there are these ugly empty spaces between the major buildings. Step 7: Re-grow trees, fill the empty spaces Use some deciduous trees too. Step 8: "MMP schadet nie" Finally and only additional, step 9: Anger about the mechanics to not use the new grown, perfect, hogh wealth industrial area. That's it for today, have a nice evening! Replies Schriefer: Thanks a lot! feeroz123: Thank you, it's the SFBT Street tree mod, find it via the link or search on the LEX. Gugu3: Thank you too!
  18. Just a filling today. So I hope you all know these "Damnit" Moments we all have time to time? I tried to build a small, lovely town with industrial zone in the north and a rail and -bus system. Look what i got: I didn't even want to get mid wealth! That's the reason why I like mmp-ing, you'll never have such problems. Anybody knows how I can get rid of that? No demand mods installed and not even a huge demand for mid wealth at all. have a nice evening though
  19. Are Rossem's Universal Robots here now? If robots are doing warehouse picking and shipping, what's happened to the job of 'picker' that used to exist? To do that, you don't need much education, so it was an ideal job for the guy who never finished. Now, what does he do?
  20. I have a problem with available jobs, and the need for more freight producers. I have lots of available jobs, but i keep reciving a meassage telling me to add more industry. This is a big problem for me, if i zone more industry then the current industry will run out of workers. And if i zone Residential i will have a need for more Commercial, and then again, more industry. How do i balance the available jobs with satisfied shoppers ? I have attached a screenshot. Thanks! :-)
  21. I have a few areas in my citiy that are residential. They are literally RIGHT NEXT to commercial zones and yet wont go to work there, yet the commercial zones are growing rapidly. So when I zone more commercial it grows right next to the sims who think they have no jobs, but they STILL wont go to work. What do I do? They are usually in larger highrise buildings, and those are the ones that look the worst when they are abandoned. Also, if anybody knows, the utilities advisor wont shut up about building a water pump away from the water polution zones. I have done so multiple times but still they whine.
  22. Hello everyone, I just started playing Simcity 4 again recently, and for the first time I'm able to create and run a city without being on deficit and eventually going bankrupt. I've always enjoyed the Simcity games, but before I was never able to find the information and resources to fit the puzzle of running the city properly. However I'm still not clear on the whole picture... Biggest issue I'm having at this time is creating jobs for my citizens. As soon as I get well set up and have a reasonable amount of citizens settled, my Industry demand plummets and the only demand left is Residential and Agricultural. I can create residences, but they all get the no job markers as the move in. I'm also confused as to when I should start re-zoning for different densities and what the requirements of each is... If anyone can help clear up these problems I'm having, I'd really appreciate it. Thanks!
  23. I'm currently running an experiment to see what the maximum population I can achieve with a single large tile. The only other established tile I'm allowing myself is my 'utility' city to supply power, water, and garbage disposal. I've reached a point where most of the available land has been covered with low density zones, so I need to start building up. The trouble I'm running into is that I can never seem to provide enough low wealth housing to supply my Commercial and Industrial sectors with the workers they need. It's causing my city to stagnate right around 80k population. The only soultion I can see is to get higher density buildings in less desirable areas of my city, but that is proving to be extremely difficult. There is only a tiny sliver of land where I can actually get low weath apartments to grow, near my industry. Too far to one side and the pollution prevents anything but single family houses. Too far to the other side and the land value gets high enough that medium wealth sims move in and chase the low income folks out I've been playing quite awhile, so I know in general what buildings and ordinances increase land value, but even avoiding those, my land values always go too high. Is there anything specific I can do to create a low income area in my city without also chasing out my med and high wealth sims? I know the info here is a little thin; I'll try to post some screenshots and census data later. Any suggestions in the mean time are apprciated.
  24. Version

    6,445 Downloads

    A luxury car dealship, selling Jaguars, Bugatti, and the odd classic roadster. Provides 25 high-paid jobs and belongs to the higher class residential or commercial neighbourhoods. The staff parking at the rear can be connected via drive-through one-way road, and the three front entrances have each street access (no transit data). It's expensive - but it looks good. [b]Lot Details:[/b] [size=2]Lot size:[/size] [size=2]6 x 5 tiles[/size] [size=2]Menu position:[/size] [size=2]Building: Landmark,Building: YIMBY,Building: CO$$$[/size] [size=2]Jobs:[/size] [size=2]C$$$ 25[/size] [size=2]Plop cost:[/size] [size=2]$ 1,675[/size] [size=2]Bulldoze cost:[/size] [size=2]$ 985[/size] [size=2]Monthly cost:[/size] [size=2]$ 35[/size] [size=2]Landmark effect:[/size] [size=2]24 over 20 tiles[/size] [size=2]Power consumption:[/size] [size=2]45 MWh/month[/size] [size=2]Water consumption:[/size] [size=2]12 Gallons/nth[/size] [size=2]Pollution:[/size] [size=2]Air: 0 over 0 tiles; Water: 0 over 0 tiles; Garbage: 8 over 8 tiles[/size] [b]Dependencies:[/b] To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. [url="http://community.simtropolis.com/files/file/27563-shk-parking-pack/"][b]SHK_ParkingPack.dat[/b][/url] rfy_cardealer_props.dat (included) [b]Credits:[/b] Thanks to SHK for the prime carpark props and textures.