Jump to content
Sign In to follow this  
Swi1ch

Where to go from here?

17 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

So I finally got me a successful, functioning city. I have 262,000 sims, 8.7 million in the bank, spending 89k a month and drawing in 113k. My whole residential areas have complete education, fire, police and health coverage and almost every building is a solid green for health and education. Air polution is almost non-existant (with the exception of the centre of my CBD - trying to get subways more effective to further reduce this), water polution is totally gone and there's no garbage anywhere. I've placed all my rewards except the space port and the rewards that require region population or farm population.

I seem to have hit a cap, where my demands are all in the 18k region but zones take a long time to be purchased, if at all. Anyway, images:

city1e.th.jpg

cityzones.th.jpg

The bottom of the city is almost entirely Hi-Tech, with a little M-ID and D-ID, with Coal power for now. The very top left is relgion area, beneath that is a sort of business park with airport, sports and studios. The top right is advanced education with university and such. The spaced neighborhoods are all low density residence and commerical and all have fire, police, education and health care.

Ideally, I'd like to start moving my industry onto a neighboring tile. What's the best way to achieve this? Should I dezone a little at a time here and zone it in the other city one by one?

Any other suggestions? If you have asthetic suggestions provide them by all means but i'm not going overboard with it yet, especially as this current layout has 260k sims and not a single no-job zot (For the first time ever)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

congrats on the nice city! when moving industry, i find it is better to move it all at once, but make sure you either replace with commercial or have a neighbor connection. If you want skyscrapers, you might want to look www.simtropolis.com/stex/index.cfm here. Or if seaports or rural ares are  your game, you could always check out Pegasus ( www.simpeg.com/forum/index.php) or here (www.simpeg.com/forum/index.php)

Yayy! This is my 100th post!


/u/quicksilver991 on /r/simcity4

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think since you have the game fundamentals down pat, you should try to move away from a grid system. You can experiment in that city in some of the open areas. It makes your cities look more realistic and once you get out of the grid system you will probably never go back!

Just my suggestion.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Originally posted by: the00guvna

    congrats on the nice city! when moving industry, i find it is better to move it all at once, but make sure you either replace with commercial or have a neighbor connection. If you want skyscrapers, you might want to look www.simtropolis.com/stex/index.cfm here. Or if seaports or rural ares are  your game, you could always check out Pegasus ( www.simpeg.com/forum/index.php) or here (www.simpeg.com/forum/index.php)

    Yayy! This is my 100th post!

    quote>

    When you say skyscrapers, is there growable ones or just ploppables?

    Also, I definitely want to move my industry to a neighbor tile. Hopefully want to have that tile being R$ workforce + Industry and have my current tile purely commerce and R$$+ and lots of high density.

    think since you have the game fundamentals down pat, you should try to move away from a grid system. You can experiment in that city in some of the open areas. It makes your cities look more realistic and once you get out of the grid system you will probably never go back!

    Just my suggestion.quote>

    Definitely going for non-grids asap. Just atm a lot of it is still new to me, for example when I created the high density residence in the CBD area I nearly got crushed but not realising the demand increases on my services.

    Is this the largest my high-rises will grow? I have CAM mod but as i'm inexperienced I can't tell if there's any difference between this and vanilla.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    the ones in the link i included are both growable and ploppable, but if you want to exercise some control just plop. and watch out for the CAM demand bug.


    /u/quicksilver991 on /r/simcity4

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I am still a tad stuck to the grid patterns, but I am slowly breaking that habit. Anyway, reminds me of Dubai. 19.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Having anything but a grid layout in the central parts o f a big city is what's unrealistic to me. However, I think it will always look better to mix the density of the zones a bit. Your high density zones don't need to be confined to perfect squares just because you have a grid. Let the density spread out, make it amorphous with medium density between the high and low and it will look much more relastic.

    Oh, and if you decide to keep your R§ work force in a neighbouring tile; don't forget to educate them or they won't be able to work in your CBD and will only create demand for ID.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Arg, I broke my city!

    I made a new city connecting to it via rail, dezoned all my industrial and built about 1/3rd that amount in the neighbor tile. Suddenly I have half my workforce commuting to the new city (Even though none of them went for the industrial jobs before) and all my nice high wealth towers are either being abandoned or taken on by mid-wealth sims.

    My RCI has crushed as well, with no demand for offices, and no demand for R$ or R$$.

    Also, I route queried some of my towers and they said no workers, yet standard query says there's 1500/1750 or something. What's up with that?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    All I can think of with the 1500/1750 is that it is in low demand, as in the type of building it is (ex: CO$$$) Check what class it falls in, and check the demand for that class.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Originally posted by: joshriddle

    All I can think of with the 1500/1750 is that it is in low demand, as in the type of building it is (ex: CO$$$) Check what class it falls in, and check the demand for that class.quote>

    I don't mean specifically 1500/1750, I mean that the buildings query reports that it has jobs, yet when route queried no one is commuting to it. This has happened with a lot of my industrial as well.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by: Swi1ch

     I don't mean specifically 1500/1750, I mean that the buildings query reports that it has jobs, yet when route queried no one is commuting to it. This has happened with a lot of my industrial as well.

    quote>

    your example 1500/1750 from the building query  is telling your that right now conditions in your city  are suitable to employ 1500 out of 1750 potential jobs that building provides.

    The route query is the right one in this case... sorry... no commuters = no jobs



    photo-145389.giftumblr_l9k4snrJjF1qe2w11o1_100.gif

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Originally posted by: Gringamuyloca

    Originally posted by: Swi1ch

     I don't mean specifically 1500/1750, I mean that the buildings query reports that it has jobs, yet when route queried no one is commuting to it. This has happened with a lot of my industrial as well.

    quote>

    your example 1500/1750 from the building query  is telling your that right now conditions in your city  are suitable to employ 1500 out of 1750 potential jobs that building provides.

    The route query is the right one in this case... sorry... no commuters = no jobs

    quote>

    So how come the building doesn't become abandoned? The same thing happened with a lot of my industry and destroying them lowered my tax income, so they pay income without having workers?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I don't know what that would be. Someone a bit more experienced than me could answer that. I have had the route query problem tons of times.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    The sims and the jobs aren't actually evenly matched. All sims need jobs, but all jobs don't actually need real sims to work there. This will be obvious in all industrial cities which will usually have far fewer commuters than jobs. I'm just speculating now, but I think it has to do with demand. If you'd have the exact number of jobs for all of your sims to be emplyed, demand would come to a stall. Instead, the demand kind of works with overflow, creating more jobs than it needs which in turn make more sims move in than there are jobs which creates ever more jobs and so on. I also think IHT, for example, will raise demand for CO§§§. The city and the region have its own demand for jobs thas is partly independant of the workforce. I mean, just try to satisfy a big city's demand for CS§ and CS§§. You can will large city tiles with them without lowering the demad but people won't actually work there.

    And Swi1ch, that is the solution to your problem. Your city simply needs alot more industrial jobs (in your new, connected city) to create demand for R and C. Not necessarily to create work for your sims, but rather to get the "economy" running. None fo your sims can work in your office buildings that say they have no commuters, but they are still up an running and sims will start commuting there when they have the proper education and no jobs that are closer and more suitable. Which brings to mind, did you place the connection to your new industrial city close to the residents and far from the commercial jobs?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Originally posted by: weareanidiot

    The sims and the jobs aren't actually evenly matched. All sims need jobs, but all jobs don't actually need real sims to work there. This will be obvious in all industrial cities which will usually have far fewer commuters than jobs. I'm just speculating now, but I think it has to do with demand. If you'd have the exact number of jobs for all of your sims to be emplyed, demand would come to a stall. Instead, the demand kind of works with overflow, creating more jobs than it needs which in turn make more sims move in than there are jobs which creates ever more jobs and so on. I also think IHT, for example, will raise demand for CO§§§. The city and the region have its own demand for jobs thas is partly independant of the workforce. I mean, just try to satisfy a big city's demand for CS§ and CS§§. You can will large city tiles with them without lowering the demad but people won't actually work there.

    And Swi1ch, that is the solution to your problem. Your city simply needs alot more industrial jobs (in your new, connected city) to create demand for R and C. Not necessarily to create work for your sims, but rather to get the "economy" running. None fo your sims can work in your office buildings that say they have no commuters, but they are still up an running and sims will start commuting there when they have the proper education and no jobs that are closer and more suitable. Which brings to mind, did you place the connection to your new industrial city close to the residents and far from the commercial jobs?quote>

    If you look at my original image for reference, the south bank where the industry was is now my higher density residential/commercial zone. The north bank is completey different with fused grid suburbs, with rail going off of the north east corner to an industrial city. The industrial city has completely shut down on industrial demand.

    So yeah, the connections are close to residents (One train station is getting 6000 uses a day) and the entire other side of the map to my main commerce district.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Well, if you moved a large amounts of sims by bulldozing high density residential areas and building new ones, it's no wonder your commercial zones are abandoning and IHT stopped growing. Whenver new sims move in, their education will always be a low standard number, which I think is around 40, which means you have to start over on education if you suddenly rip up a residential area and build a new one elsewhere. Your city is not wrecked, but took a few steps back which is why demand for CO

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Originally posted by: weareanidiot

    Well, if you moved a large amounts of sims by bulldozing high density residential areas and building new ones, it's no wonder your commercial zones are abandoning and IHT stopped growing. Whenver new sims move in, their education will always be a low standard number, which I think is around 40, which means you have to start over on education if you suddenly rip up a residential area and build a new one elsewhere. Your city is not wrecked, but took a few steps back which is why demand for CO§§§ will be low to non existent. Make sure you allow dirty and manufacturing industry for the time being to emply the uneducated sims. Also, it sims live closer to a connection than to jobs in their own city, they will almost certainly commute which is why you have sims working in industries now, but not earlier when the industrisl jobs were far away.quote>

    Originally all I did was bulldoze the industry and rebuild it on another tile, without touching any residential, and that's what caused the collapse in the first place.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections