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jammoe

Route Query Bug(s)?

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I'm noticing what seems like all kinds of route query glitches.

1) Industrial buildings supposedly full of workers but which turn up zero commuters when you route query them or connected roads

2) Roads which look full in terms of the "arrows" but which say they have "zero" commuters, or similar errors

3) Random nonsense, all over the place

This is in addition to all sorts of ridiculous job problems, and demand problems, among other things. What's going on?

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

Welcome to Simtropolis, Jammoe!

I wish I could help you, but, unfortunately, I have the same problems exactly as you have described. I've asked about it on the forums and read quite a bit about it and I've come to the conclusion that it's a bug. What I do is try to get as much information from the query or whatever and then put it all together and try to read between the lines to try to get a half-asses idea of what's going on.

I've also noticed that the screwy information is random from city to city. Some of my cities are fine with accurate information while athers make no sense.

One thing I have noticed about the industrial buildings is that when you query a building, the results that show can be for the whole block or group of buildings. And, as I'm sure you've noticed, some of the industrial buildings will use the parking lot of another building to access the roads. The 1 x 1 chemical tanks and burning units are famous for becoming abandoned with no road zots because they're stuck at the back (or in the middle) of a block and something happens where their access is cut off.

Good Luck, Jammoe! I wish I could shed some more light on the subject, but I think it's something that is buggy and we just have to live with to a certain degree. Hopefully someone will come up with a work-around that will make life a little easier.

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Slow computer. (Well, not fast enough for a city of the size...Ram and processor of the computer are running into the size of the SC4 city)

I have similar problems, the way to do it is either A) slow the game speed (I cannot play and develop simultaneously on full speed), or B) pause to build, let the city develop, then pause again.

What it is is that Simcity prioritizes the processes based on computer speeds. The commuter-job algorithm is executed every month without exception. The transit-pathing algorithmic processes seems to be rather elastic. I find on small cities, it goes each month, and as I approach 200,000 or so it reduces to about every 3 game months. By 400-500k, I'm usually getting it just twice each game year. So, while the jobs (and commuter displayed by route query tool) update monthly, you pathing can lag behind. If this gets very unbalanced, you can start to affect demand because the city cannot handle the commuters and while the population and jobs go up, the roads don't handle it. So, the no job zots appear, and other development has already began based on the development that is now jobless due to commute time. The problem compounds on itself, and you get an oscillating population graph with increasing differences between the highest and lowest point reached.

The industry where one building queries an entire block is correct in the game. This would be like an industrial business building on additional facilities behind their current ones. When the one with road access develops to a different type of industry (High Tech / Manuf.), it no longer has a need for the additional equipment (Dirty or Manuf.) behind that only it has access to. As a result, it becomes abandoned and unused. (This is a very real phenomenon in real cities. Rail corridors often offer a view of the disused back sides of industrial development.)

Anyway, the best way to combat the first problem is to slow down the play speed and develop with the game running. This allows initial development in all sectors to come slowly so that there is never a huge gap in demand that can generate the wildly fluctuating population and demand issues. Also, this will allow the most in depth game processes to occur more frequently along with the processes that execute every month, which will minimize the demand gaps that develop as a result of uncalculated commutes.

Does that make sense? I'm not 100% sure that is the case, but this theory has proved sound through the last 6-8 regions I've developed.

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