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paulmc

The largest city ever, I mean ever

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My City Has 750k currently. Still working on it though


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My largest city has a population of 375.000 inhabitants and it is built on a medium tile surface.The biggest region has 900.000 inhabitants.This region also includes my largest city.The only limit for me is the bad layout of the streets,roads,avenues,highways etc.I would appreciate if someone would be that nice to tell me a good method for layouts. :D

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This thread is probably what you need :

Also check the date of the last post, it is almost one and a half years ago !

If you need some helps, I suggest you to start a new one instead of bumping an old thread.

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I was taking a look at sim city 4 vids at youtube then I found a vid showing a huge city with 4 million inhabitants. Right below there was another showing a city with 4,3 million inhabitants. I was amazed how big those cities are, because my largest city has 1,1 million inhabitants, and from some point in the game my zoned areas don´t develop so fast like in the begin of the game , the zones are static, is hard to make it develop pretty fine, then some areas become abandoned. So a question came through my mind, what is the max level of inhabitants a city can support? I mean not using methods like CAM, only the game itself, and also using other methods like increasing demand mods. So this question is for everyone, how big is your biggest city ever? what is the top crowded city? what is the limit for population?

You guys mae me feel dumb I just got to 300,000 my first time, how the heck do you get millions of sims on such small tiles? Am i misssing something? My 300,000 city has skyscrapers everywhere, high tech jobs low pollution, basically everything the sims want.

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Just keep your Sims to Jobs ratio going at 2:1 and you'll continue to grow. Don't forget to allow for young Sims to join the party or your city will age out and stagnate.

I think I've said before in this thread that large populations do not make a winner in this game. There is no way to win, so do what you want. Eventually growing big megalopoli palls on one, and you'll find other things of interest. Remember, this is not so much a game as a huge exercise in problem solving and artistic expression.

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Just keep your Sims to Jobs ratio going at 2:1 and you'll continue to grow. Don't forget to allow for young Sims to join the party or your city will age out and stagnate.

I think I've said before in this thread that large populations do not make a winner in this game. There is no way to win, so do what you want. Eventually growing big megalopoli palls on one, and you'll find other things of interest. Remember, this is not so much a game as a huge exercise in problem solving and artistic expression.

That might be my issue, I hit 350,000 but stagnated I think because I put too many commercial zones, so for every 2 sims you need 1 job? How do yuo see the current ratio? Do yuo put 2 res zones to every 1 industrial/commercial?

What do you mean by let young sims join?

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That might be my issue, I hit 350,000 but stagnated I think because I put too many commercial zones, so for every 2 sims you need 1 job? How do yuo see the current ratio? Do yuo put 2 res zones to every 1 industrial/commercial?

What do you mean by let young sims join?

A bit correction, one jobs for every workforce. To know about the number of workforces in the city, you will need to open the Graph tab and then look at the population age graph, only then you will know about the age of your sims. Further more, the jobs that provided should be acceptable for those sims (R$$ and R$$$ won't work for any I-A, I-D, or C$ company). Education is also become something that Other things that you must keep watching are the health level, desirability (and all things related to that), commute time, and the demand graph.

While the meaning of 'let young sims join' is let new areas opened for newcomers and keep expanding your city, so there will be a re-generation once the older generation died. If there are no re-generation, then your city's population will instantly fall when most population already reach their maximum life expectancy, causing a big trouble for your city (mainly abandonment, lower desirability, and economical problems).

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That might be my issue, I hit 350,000 but stagnated I think because I put too many commercial zones, so for every 2 sims you need 1 job? How do yuo see the current ratio? Do yuo put 2 res zones to every 1 industrial/commercial?

What do you mean by let young sims join?

A bit correction, one jobs for every workforce. To know about the number of workforces in the city, you will need to open the Graph tab and then look at the population age graph, only then you will know about the age of your sims. Further more, the jobs that provided should be acceptable for those sims (R$$ and R$$$ won't work for any I-A, I-D, or C$ company). Education is also become something that Other things that you must keep watching are the health level, desirability (and all things related to that), commute time, and the demand graph.

While the meaning of 'let young sims join' is let new areas opened for newcomers and keep expanding your city, so there will be a re-generation once the older generation died. If there are no re-generation, then your city's population will instantly fall when most population already reach their maximum life expectancy, causing a big trouble for your city (mainly abandonment, lower desirability, and economical problems).

So how can I keep expanding for newcomers if I have no place left to expand? I assumes new sims would be born just as in real life lol.

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So how can I keep expanding for newcomers if I have no place left to expand? I assumes new sims would be born just as in real life lol.

How about another city tile ? If you don't have any room left for one city, you can always use other tiles that haven't used at all.

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The 2:1 ratio is a rule of thumb. It is only a guideline, but I find it works for me. You can see the ratio of you pause a moment when opening the city. The counts are given on the opening dialogue unless you double click the city, in which case you don't get to see it.

I don't work on cities by the numbers. This is a way to madness. I use the ratio only when opening the city to determine an area of concentration: R or C+I, and I use the demand graph to help sort this out when I am playing. The demand graph is also not sacred, and I often ignore it, sort of.

If you are out of land, natural issue will help, but may not be enough if you are increasing the number of jobs drastically. It is all a matter of feel. I work regions, not cities.

Do pay attention to the city opinion graphs on the opening dashboard. They point you towards trouble spots.


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The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

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Here's my new largest city, called Montbury(In a sandbox region of mine). As of right now, it has 466,034 sims living in it. Basiclly, it has slightly more people than Fresno but in a 4 square mile space.

montbury.jpg

I hope to develop the mountainsides with high-density residential and bring it up to 500k.


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I had a city of 885,000 people on a 80% land medium tile (without any mods or cheats). It got pretty bad though, my mayor rating starting going down and a lot of buildings got abandoned.

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From my experience my most populated city in a medium size lot has 920,000 sims, San Silas, no CAM mod, only NAM and no Superdemand mod.

 

14wdd20.jpg

 

In a large city the maximum population I have gotten is 3'013,000 Santa Helena, Again No CAM mod and only NAM, no other superdemand modes.

 

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You do know that this city, if it is on a large tile, is only 16 Km2.  That means you have 253,468 per Km2.  So in a million square meters that's pretty crowded.

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Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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300k in a large tile. :) Also, profitable, max education, and no smog cheats. I think the residency numbers in the game are a little skewed though. 

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The city population number isn't skewed. What you see for city population is the total of all residential buildings' current occupancy numbers.

Now, if you had said "Some of these buildings have way too many residents for their size"...<_<

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The city population number isn't skewed. What you see for city population is the total of all residential buildings' current occupancy numbers.

Now, if you had said "Some of these buildings have way too many residents for their size"...<_<

yep.

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The slums of Koli Kutt?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

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Man, you guys are way ahead of me. My biggest city only recently broke 200,000. It's called Viveros and it's the capital of my region. Every single zone is high-density except for the upper-left corner which is low-density residential (it's hilly and I wanted it to have mansions in the hills, like L.A. lol). 

9rhldu.png

Maybe it's because I have so many cities and I play them all about evenly (they're almost all medium tiles). Also, I've only been playing for a year -_-

I recently started a large tile city--I want to see how big I can make it, but it's so hard to keep track of everything--there's just so many areas. And plus it slows the game down. But I'm gonna try :)

 

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The city population number isn't skewed. What you see for city population is the total of all residential buildings' current occupancy numbers.

Now, if you had said "Some of these buildings have way too many residents for their size"...<_<

Though he worded it differently, I knew exactly what he was getting at. Yeah, gotta love some of those stage 8 R$ that house 6000+ residents lol...


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With some decent amount of C/I jobs in neighbors available (just to keep R demand high), and that residential mod that I do not know where it is anymore that allows residences to have 10%/25%/100% jobs, and picking the 100% option obviously, I think a city with 10 million people in a single large tile is doable. Will be ugly and monotone, but it does the job. Of course, you can do that without the mod, but it will take more time and shuffling around to do it.

850k on a large tile, mostly developed and semi realistic and decent looking, for me.

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Do you guys have any tips for getting things that big? I know I've got lots of Waste to Energy Plants and Water Cleaning facilities in a city of 300k. Do you guys have rivers in your cities? I don't know how to get across the rivers because theres no six or eight lane bridges. (I'm saying like Michigan Avenue). Are you guys just plopping 50 waste to energy plants? I'm looking for tips here, because I'd love to make a skyscraper city, but I can't figure out how to get enough residential to support it while maintaining the environment. 

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For an experimental cram-as-many-people-as-you-can city, in order to get the maximum population possible, you need to outsource most of the essentials to neighboring cities, including jobs and hydro+garbage collection.

The number of lanes is irrelevant? Avenues should be more than enough. A lot of subway is the way to go though. The Simtropolis in-road stations will save some space, though you could use the empty spaces created by ingame stations to put in small parks to increase desirability a bit anyway.

In regular cities you have much more flexibility, but I do suggest the NAM (if you do not have it yet), and the Radical Ordinance and that wider pipe effect radius mod that reduces garbage to zero and allow you to run your city using only a small pump and a medium power plant (download a compact one from Simtropolis), as well as reducing the time spent plopping water pipes. Yes, it reduces some of the original challenges of the game, but cities in real life do not have a hydro buildings and garbage recepients in every neighborhood, and exporting everything is cumbersome, and irrealistic as well.

With that being said, they are optional, many prefer to keep it as vanilla as possible. In which case I suggest exporting garbate and importing hydro to/from city neighbors that focus on industry, to free space (and increase desirability) in cities that will focus in commerce and/or residential. Transportation-wise, subways/buses are the way to go in very large cities, though less so with the NAM. Avoid pollution, put in parks, and try to mix in residential and commercial as much as possible to avoid long commutes nightmares.

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I dont use hacks or plops just NAM and bug fix mods, current large tile city is 1.45m with about 40% of the space remaining.

 

its mixed residential and commerical, could go all residential or all commerical but that would take hours of replanning the region.


  Edited by Cascadia  

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Largest city; 410,000 or so on a large tile that was about 40% water.  I play with the imagination that a large tile represents a much larger area of space and that a region is actually different sectors/districts of a particular city.


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It really depends on what you mean by largest.  A few years ago we had a member who crammed several million Sims into one large tile.  Frankly, this is impractical and an exercise in "can you top this".  My largest city has just over 1 million Sims on a large tile and has become unplayable on this machine.  It just goes nuts, so I don't play it.  I keep it around in  case I upgrade the machine.

A practical playable large tile in my current playing style can probably range up to 500,000 Sims with appropriate supporting objects.  Usually takes me several months to do that since I play across the region and tend to build evenly.

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Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

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It really depends on what you mean by largest.  A few years ago we had a member who crammed several million Sims into one large tile.  Frankly, this is impractical and an exercise in "can you top this".  My largest city has just over 1 million Sims on a large tile and has become unplayable on this machine.  It just goes nuts, so I don't play it.  I keep it around in  case I upgrade the machine.

A practical playable large tile in my current playing style can probably range up to 500,000 Sims with appropriate supporting objects.  Usually takes me several months to do that since I play across the region and tend to build evenly.

Yep, once again, it purely depends on one's personal definition. Largest single tile, course one may view their city as comprising all developed individual game tiles. Heck the game's determination of the large single tile being 4km square is purely up to discretion as I imagine a large tile being much more spacially expansive.


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I generally consider the whole region as one municipality with separate ward budgets.  In that respect it should be fairly easy to get a "city" of several million.  Unfortunately, this ancient box of tricks can't handle a high population in a single tile.  I suppose that running the program under control of wine's JIT system just makes it that much more difficult, but I have at least one native mode game (iagno) that goes into the silences under some circumstances and if you are lucky makes a move tomorrow.  This game does an exhaustive search for a winning move, and if it can't find one will eventually generate what it considers the least worst.  It is fairly easy to send it into the silences and give it a whole CPU overnight to worry about this.  Fortunately, with Linux you can have multiple workspaces, so I can run this in one space, the system monitor to watch it go nutz in another, and still get other stuff to run.  It only uses one of my cores at 100%.  I have four workspaces set up.

iagno is a version of reversi.

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Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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