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Pechla2

Region play and transportation

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Posted:
Last Online: A long, long time ago... 
 

I've seen advice in several places mentioning that a good way to develop regions is to separate your zones into different cities.  I tried this, separating even the majority of my commercial and residential, and I ended up with a situation where the commercial zone was essentially a ghost town.  Large buildings grew up and when I looked at their status it says that the building is full of employees.  But when i used the route query there are no commuters. 

I found this to be true in the Maxisland region download which I'm sure many of you have.  Many of the buildings in his largest commercial downtown exhibit the same phenomenon.  Even more striking is the traffic diagram.  The heart of this city should be in gridlock, but instead it's all green and the outskirts are red. 

So...by building different zone types in different cities, are you basically dodging the whole transportation aspect of the game?  If so this game just lost a lot of appeal for me.

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Actually this is a practice that is pretty much passe.. imo.. to me i find it an amazingly strange way of trying to deal with SC4 play issues and trying to build megacities.. on any "normal".. ie anything representing reality.. you will mix and match all types of population... Wouldn't you feel pretty annoyed if you lived in NYC and had to drive to NJ to buy a coke? or visa versa? and then have to go to MA to work?

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Posted:
Last Online: A long, long time ago... 
 

I am having this same problem in my cities. There are workers there, but the route query says there are no commuters there. I still can't figure out what is causing this. 

I heard a suggestion to buildoze your neighbor connections let the simulation run, then reconnect, though this might cause other problems in the city. I havn't tried this yet. So play at your own risk. 

Another reason could be because of the demand mods creatting fake demand? Not sure.

Well hope this helps.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    @SC4Boy: I also find it to be strange way to build cities/regions. For my current city, I just took the biggest city tile and made many districts in it. It currently has about 250,000 sims in it and I'm not seeing much of this commuter error.

    @jabber: I'm not running any Mods besides NAM, so I don't think it's anything related to mods. I'll have to try disconnecting the cities.

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    Posted:
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    Workers but no commuters...

    I too have seen this, but it always seems to 'right' itself when I... a) switch between the two cities or b) continue building and check back later. Not sure which one is effective as I don't wait to find out 4.gif

    Also, do any of you use the Super Demand Mod? The phenonemon seems to occur more in regions where I do use it. Perhaps it takes a bit of time for the traffic to 'catch up' to the demand? Just a thought.

    CC


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    Posted:
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    Originally posted by: CaptCity do any of you use the Super Demand Mod?

    CCquote>

     

    No.. I'm not much into those kind of mods.

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    Posted:
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    Do you have a lot of connections? I've noticed this on a couple of my cities -- the sims will overload the small roads to travel between cities (and through an intermediate city) even if there's a perfectly good highway nearby. The only solution I can suggest is to bulldoze all of the road connections to other cities and only preserve the highway/avenue/subway/train connections, assuming your populations are high enough to generate the traffic to sustain those road types. It seems to have helped -- I steer the Sims to the highway and that allows me to direct their paths. You may also want to make some modifications within the cities themselves to further help the Sims take the "right" roads.

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    Posted:
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    Buildings without workers is normal if you have a lot of intercity traffic. I posted about this topic in a recent thread. Do a search for it if you want more details.

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