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Arkiasis

Sims not going to Industry jobs

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My city has about 23,000 sims, 6,000 commercial jobs, and a whopping 25,000 industry jobs. But my sims don't seem to be working at any of the industry jobs since whenever I right click on any factory it will say only freight trucks are moving in and out of the factory despite it saying 25/33 jobs are filled. My sims are only working at surrounding farms or commercial jobs, but are not heading into the industrial park for work. It is the only city in my region btw. Pretty annoying when I have unemployment when there's a huge bloody industrial park nearby. I've tired adding bus stops in the city and in the industrial areas, but to no avail.

Here's a pic of my city. The small residential area at the top was an experiment, and they do indeed go to industrial jobs, but the main city does not.

https://i.imgur.com/YaMmo.jpg

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Actually, for a city of 23,000 sims, you should only have about 11,500 jobs. Only half the population works. (Ask A Nonny Moose to explain it to you.) So you have way more jobs than are able to be filled right now. When your factory says it has only 25/33 jobs filled, that's because there are basically no qualified sims to fill the other 8 jobs. (It's actually related to desirability. The conditions necessary to produce the sims who will work those jobs is not present in your city, or not in close proximity.)

Looking at your screenshot, I can see you have WAY too many agricultural zones. You should convert a lot of that land into residential zones.

Have you thought about adding avenues and subways so your sims can get to the industrial zones faster? It seems your sims live really far from them, and they may simply not be interested in the long commute.

What does you RCI demand meter say?

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Good point, Ihrob, but about the number of workforces, it still need a bit fix. It should be only half of the workforce works. Oh, and one more thing, the 25/33 not showing the number of the job fulfilled, but the available maximum job at that desirability level. The only way to know about the number of the worker is by using the route query tool.

Look at your population age graph, then count the total of the workforce age then count the half of that number, than you will find out the total number of workforce. Based on the picture, I also able to clearly see one other problem and one possible problem, wealth level and education, respectively.

Your industrial area is full of I-D while the population are mostly R$$ and R$$$ that won't work for any I-D company (Btw, you have CAM, R$$ supposedly accept I-D). While for the small city, I think they want to work there because the city is just started and most of the population there are R$, that accept all type of jobs available. Btw, I think converting the agricultural areas is not a very good idea, because R$$ may work for I-A (because you have CAM) and I see some Kwakelaar's Kolhof Farm that needs CAM to grow, or in another word, you have CAM. That's why some of the population working around the surrounding farm. And because the farms are closer than those factories, then those R$$ sims work around the farms instead of the industrial area.

Also check your population education graph, educated sims prefer more to not work for any I-D company, make it almost impossible that someone is working around the industrial area.

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How did you manage to get such large industrial zones, i'm struggling to get ANY industry to grow despite nothing short of major surgery!

what's your secret?

I must admit i'm a tad jelous, all i get is commercial and agriculteral.

How did you manage to get such large industrial zones, i'm struggling to get ANY industry to grow despite nothing short of major surgery!

what's your secret?

I must admit i'm a tad jelous, all i get is commercial and agriculteral.

How did you manage to get such large industrial zones, i'm struggling to get ANY industry to grow despite nothing short of major surgery!

what's your secret?

I must admit i'm a tad jelous, all i get is commercial and agriculteral.

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My sims are only working at surrounding farms or commercial jobs, but are not heading into the industrial park for work. It is the only city in my region btw. Pretty annoying when I have unemployment when there's a huge bloody industrial park nearby. I've tired adding bus stops in the city and in the industrial areas, but to no avail.

Judging by your pic. Here's a simple explanation of it. Sims/resident in SimCity will always choose the nearest available jobs, no matter how many mass transit and how well road connection/avenues you provide. This is a common issue in this game. Your industrial area is in this case is a little bit far. You have farms and commercial surround them. Of course they will choose those rather than your industrial area.

And you musn't forget your education level too. As it will give a huge affect as to where your citizens/sims will go and take jobs.

As long as you keep your education low, your citizens will always go to I-D, farms, or CS$. You give your citizens education buildings, they will start to choose the higher level like I-M, CS$$, CO$$, etc.

This is just the basic knowledge of the game which is not many people realize.


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But my sims don't seem to be working at any of the industry jobs since whenever I right click on any factory it will say only freight trucks are moving in and out of the factory despite it saying 25/33 jobs are filled.

Nope. What it says is that - given the current desirability conditions - the facility is able to provide 25 out of a theoretically possible 33 job vacancies to be filled. You checked that no Sim is actually going to work there, and you understood that part just fine.

Thank you for providing a picture instead of making us guess. The situation is clear: Industry is too far away, and those few connections that exist between the city and its industrial areas are not exactly the shortest possible routes, either. On a large map, this means that with the default traffic simulator that came with the game commute times will be far, far too long for your Sims to reach these jobs, whether by car or by bus. Adding bus stops was a good idea, but it may not be enough to alleviate the problem. You may have to provide a faster means of transport such as a direct EL-Rail line (and when I say "direct", I mean "direct", i.e. straight, shortest line from residential to industrial core), or the distance may be too long in general for the default traffic simulator to handle. IIRC, the commute time allowed by the default traffic simulator for Sims to reach a suitable job is around 6 minutes (!!) - a daily commute of 7 minutes will cause the affected Sim to say "Hey, I'm unemployed, can't reach any job".

Therefore, if you like to build spread out cities like these, you should consider downloading the NAM. It comes with a choice of new traffic simulators that contain much more realistic settings (often at the expense of some CPU power, which shouldn't be that much of a problem given the evolution of computer capabilities between the original SC4 release and now!) and will allow you to build more realistic towns.

Still, it cannot hurt to learn the importance of short and direct commute paths. Many people build things that won't be much use, e.g. a highway ring running between residential and industrial. However, what's important is to provide for quick travel from residential to industrial and vice versa.

I see one example in your screenshot: Your freight rail station. I guess it doesn't see much use. You see, in SC4 the goal of freight traffic is to reach the edge of the map as quickly as possible. It will end there. Freight trucks can go to freight rail stations so that the cargo is loaded on trains, but that will only work if the freight reaches the edge of the map quicker than by truck.

I know that the resulting city layout often wouldn't look to realistic, I'm just trying to make you more sensitive for the way the simulator works. If you download the NAM and use a better traffic simulator, this new simulator will help to cover up transport layouts that are inefficient (in terms of SC4's simulation engine). However, if you are sensitive to the basic workings of the simulation engine AND have a better traffic simulator at your back, you'll be able to achieve great things. :)


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Well, I think that covers the ground, so to speak. Thanks everyone for giving the explanations.

One of the least well documented in this poorly described program is the meaning of the lot ratios shown. They do in fact show only the employment possibilities for a property or the possible numbers of inhabitants for a residential property. The family model comes from around the year 2000 using the demographics of the Silicon Valley region (like all authors, the developers used what they knew). This means a family with 1.2 kids and a stay-at-home parent. The life of a Sim is cyclic, from birth through death. It takes something like 22 Sim-years for a Sim to enter the work force if he is a worker.


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Provide better transportation to your I area, a faster road, and/or put some bus stops or some rail. At the Industrial area you may also need a small distribution mechanism, like some busstops spread around (and at least one connected to your rail station), because sims may only walk a few tiles, and the station doesn't provide a train->car traffic conversion (aka "rent-a-car" service).

Also consider installing NAM, with a better traffic simulator; your I area may just be too far away for your sims to get there.

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Your industrial area is full of I-D while the population are mostly R$$ and R$$$ that won't work for any I-D company (Btw, you have CAM, R$$ supposedly accept I-D). While for the small city, I think they want to work there because the city is just started and most of the population there are R$, that accept all type of jobs available. Btw, I think converting the agricultural areas is not a very good idea, because R$$ may work for I-A (because you have CAM) and I see some Kwakelaar's Kolhof Farm that needs CAM to grow, or in another word, you have CAM. That's why some of the population working around the surrounding farm. And because the farms are closer than those factories, then those R$$ sims work around the farms instead of the industrial area.

I think we might need to agree to disagree on this point, just a bit. Although I see what you're saying, and I'm not entirely disagreeing with it, I still think there is an over-abundance of farm land that could be converted to residential. To clarify, I'm not saying it ALL should be converted. Just some of it. I think the 11 blocks of agricultural in the top-right corner should be converted to residential with some low/medium density commercial thrown in. I honestly believe that would help the OP's situation.

I'm also not seeing very direct transit routes. More roads to the middle edges of the I zones would help.

This is what I meant about converting the red bordered I-A to R, with some commercial. Green is R, blue is C, and the white lines represent more direct road access to your I zones.

Try_this.jpg

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On the other hand, all the C doesn't have to be in one spot. I have considerable success with strip malls and small commercial and I-Ht parks mixed in with my R areas. Mommy shouldn't have to go downtown to get some tooth paste.

The basic tutorials give the impression that each class should have its own district, but ghettoizing is not as good as mixing for a good balance.


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On the other hand, all the C doesn't have to be in one spot. I have considerable success with strip malls and small commercial and I-Ht parks mixed in with my R areas. Mommy shouldn't have to go downtown to get some tooth paste.

The basic tutorials give the impression that each class should have its own district, but ghettoizing is not as good as mixing for a good balance.

Mommy doesn't have to go downtown to get some toothpaste. Haven't you ever been to a mall? By all means, spread the C zones throughout the R...no big deal. I'm an advocate of doing that myself. I was just trying to make a point that it wouldn't hurt to have more R zones closer to industry, with another commercial district to serve the enlarged residential area.

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    Developed my city a bit more. 51,000 sims, 58,000 commercial and 41,000 industrial. Yet, what do you know, still various unemployment. My RDI right now is booming for Residential and Commercial, and completely dead for Industrial with the exception of a tiny bit of high-tech demand. In the residential area to the right of the airport and below the industrial area still got abandonment from R$ and R$$$ despite being right next door to the huge industrial area with open jobs. There's no air pollution as well (thank god for the air purification plant) Unemployment isn't crippling, but for every new area I zone maybe 25% of the new homes there will be abandoned by the end of the month. I have NAM installed, so I don't know why my sims are refusing to commute for more than 1km, lazy sods.

    https://i.imgur.com/4eouY.jpg

    I rezoned some of my old industrial as well with high density commercial, but it's not providing too many jobs atm. I guess I should probably start a neighbouring region, would that help?

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    Region-to-region transportation system is not existed and not possible, so the answer is clear, no, that will not help.

    I think it is better for you to start to focusing on Commercial, because it is also already become the part of the way the game works, C will finally defeat I.

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    Well, you can't blame the sims for not commuting longer. Sims in SC programmed to choose the fastest way to find a job. They don't care of what kind a mass transit you provide for them. If they can find the nearest available jobs, they'll ignored your mass transits.

    In other case, if one certain type of transportation or mass transit can take them faster to their working place then they'll choose that and ignored the others.

    Rezoning your industrial area with high density commercial is good in this case, BUT, are your citizens ready for that?? Remember a high density commercial usually required high educated sims. You never mentioned about your education system, so i don't know.

    As you city grows bigger, the idea of building a neighbor connection wouldn't be so bad.


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    Developed my city a bit more. 51,000 sims, 58,000 commercial and 41,000 industrial. <snip>

    Your city is really out of balance. You have 99,000 jobs for 51000/2 = 25500 Sims. I am not surprised nobody works in your industrial area. You need something like 200,000 Sims to fill those jobs to capacity. The salvation is to go to high-rise R as soon as possible. Just rezone some of that nice single occupancy housing, and put some high-density R next door to your industrial.


    Beware: Emancipated user.  No Windoze for me.
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    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
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    But my sims don't seem to be working at any of the industry jobs since whenever I right click on any factory it will say only freight trucks are moving in and out of the factory despite it saying 25/33 jobs are filled.

    Nope. What it says is that - given the current desirability conditions - the facility is able to provide 25 out of a theoretically possible 33 job vacancies to be filled. You checked that no Sim is actually going to work there, and you understood that part just fine.

    Thank you for providing a picture instead of making us guess. The situation is clear: Industry is too far away, and those few connections that exist between the city and its industrial areas are not exactly the shortest possible routes, either. On a large map, this means that with the default traffic simulator that came with the game commute times will be far, far too long for your Sims to reach these jobs, whether by car or by bus. Adding bus stops was a good idea, but it may not be enough to alleviate the problem. You may have to provide a faster means of transport such as a direct EL-Rail line (and when I say "direct", I mean "direct", i.e. straight, shortest line from residential to industrial core), or the distance may be too long in general for the default traffic simulator to handle. IIRC, the commute time allowed by the default traffic simulator for Sims to reach a suitable job is around 6 minutes (!!) - a daily commute of 7 minutes will cause the affected Sim to say "Hey, I'm unemployed, can't reach any job".

    Therefore, if you like to build spread out cities like these, you should consider downloading the NAM. It comes with a choice of new traffic simulators that contain much more realistic settings (often at the expense of some CPU power, which shouldn't be that much of a problem given the evolution of computer capabilities between the original SC4 release and now!) and will allow you to build more realistic towns.

    Still, it cannot hurt to learn the importance of short and direct commute paths. Many people build things that won't be much use, e.g. a highway ring running between residential and industrial. However, what's important is to provide for quick travel from residential to industrial and vice versa.

    I see one example in your screenshot: Your freight rail station. I guess it doesn't see much use. You see, in SC4 the goal of freight traffic is to reach the edge of the map as quickly as possible. It will end there. Freight trucks can go to freight rail stations so that the cargo is loaded on trains, but that will only work if the freight reaches the edge of the map quicker than by truck.

    I know that the resulting city layout often wouldn't look to realistic, I'm just trying to make you more sensitive for the way the simulator works. If you download the NAM and use a better traffic simulator, this new simulator will help to cover up transport layouts that are inefficient (in terms of SC4's simulation engine). However, if you are sensitive to the basic workings of the simulation engine AND have a better traffic simulator at your back, you'll be able to achieve great things. :)

    Much good advice here. I have the much the same problem. What I don understand though is why is DI demand up high when there is not enough workers? And why does it go down when I build more, if no one works there? And if no one works there, how come they don't go bankrupt? How can they pay taxes and ship goods if no one works in them?

    My city has only CS§ and DI, more so than inhabitants, so why does it only demand for R§§ and R§§§?

    I know my town isn't perfect. It's supposed to be a dirty slum. There's a more or less straight rail line from the residential area all the way along the industrial, but no one wants to commute further than the first station.

    I have the NAM installed with the ultra simulator, and usually the sims are willing to commute quite far, but not here. I don't get it.

    ES2QA.jpg

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    Much good advice here. I have the much the same problem. What I don understand though is why is DI demand up high when there is not enough workers? And why does it go down when I build more, if no one works there? And if no one works there, how come they don't go bankrupt? How can they pay taxes and ship goods if no one works in them?

    My city has only CS§ and DI, more so than inhabitants, so why does it only demand for R§§ and R§§§?

    I know my town isn't perfect. It's supposed to be a dirty slum. There's a more or less straight rail line from the residential area all the way along the industrial, but no one wants to commute further than the first station.

    I have the NAM installed with the ultra simulator, and usually the sims are willing to commute quite far, but not here. I don't get it.

    ES2QA.jpg

    Simple answer to your question, some working places are closer than those industries. Remember, sims will prefer more to go to the closest working place. That also explain why they won't go farther than the first station.

    Then, why they can't just go bankrupt ? Simple answer too, this game's gameplay is not 100% realistic, and somehow, goods can be still produced though no one is actually working there. I think this is related with the desirability, as long as the desirability is still good enough for them, they will not abandon their factories. A bit stupid act, maybe, but that stupid act is based on the game's working way. But, I guess this thing is hardcoded, so we can't change it.

    While for the last question, I'm not very understand about your question. Do you mean R$$ and R$$$ demands are high while your city is full of C$ and I-D ? If yes, then can you show us about your city's demand graph ?

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    Balance again. Your demand graph should also be showing demands for C$$, C$$$, I-M, I-Ht. The populace is probably overeducated. What is your Education Quotient (EQ)?


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    Simple answer to your question, some working places are closer than those industries. Remember, sims will prefer more to go to the closest working place. That also explain why they won't go farther than the first station.

    Then, why they can't just go bankrupt ? Simple answer too, this game's gameplay is not 100% realistic, and somehow, goods can be still produced though no one is actually working there. I think this is related with the desirability, as long as the desirability is still good enough for them, they will not abandon their factories. A bit stupid act, maybe, but that stupid act is based on the game's working way. But, I guess this thing is hardcoded, so we can't change it.

    While for the last question, I'm not very understand about your question. Do you mean R$$ and R$$$ demands are high while your city is full of C$ and I-D ? If yes, then can you show us about your city's demand graph ?

    Yes that's probably it, but then I don't understand why the city (let's call it Slum City) demand more D-I, instead of R$. Things have become slightly more complicated since yesterday with a few additions of R$$ to Slum City, and some R$$ and R$$$ in a neighboring one. The neighboring city is still below 2000 inhabitants and has a few M-I. Commuting from slum city appears to be working.

    So this is the current Jobs and Pop stats of Slum City:

    8cGYB.jpg

    The three lines of significance is R$, CS$ and D-I. There are as you can see plenty of D-I in the city without workers, still it demands more and I can't get more poor shits to move in, because the demand is as follows:

    8u5VN.jpg

    Since I started adding some R$$ (so far very few) the I-M went through the roof for some reason, even though I've been building some. I don't want the same situation as with the D-I. CS$ is usually also in high demand, even though there are plenty of unstaffed ones around already.

    Slum City is very poorly educated, and receives no health care. I guess I could throw in a hospital. No wonder no one wanna live there. I just don't want it to become Middle class, because once that happens I never now where to put away my poor people.

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    If you improve the lot of the poor people by giving them opportunities, you will find things will progress as they should. Other than the NAM, do you have anything else that affects demand? Are there neighbour connections to this city? What tax rates are you using? With all that population, they should be somewhere around 8 per cent or less.


    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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    If you improve the lot of the poor people by giving them opportunities, you will find things will progress as they should. Other than the NAM, do you have anything else that affects demand? Are there neighbour connections to this city? What tax rates are you using? With all that population, they should be somewhere around 8 per cent or less.

    Yes, I have the industry quadruple and commercial doubler installed (Much good that have done me), as well as the CAM. I didn't, prior to reading this thread, understand that the jobs xxx/yyy parameter on buildings did just mean currently x out of max y jobs available for that building, and not x out of y number of workers.

    So when my citizens refuse to travel to the D-I and CS$ already there, I'm at no avail...

    I've been putting in some schools and hospitals in the city, but it only resulted in demand for R$$ and R$$$ because the R$ already there don't want to travel any further for work.

    I think it's very hard to build CS$, because whenever they get too close to where people live they transform into CS$$ and offices. That's what's been happening to my downtown after introducing some R$$ and R$$$. The whole place suddenly got full of CO$$$ towers even though half of them are empty and demand for them are still high. Demand for R$$$ is also high even though they abandon their towers rather quickly since some of them have a hard time finding those empty CO$$$ towers (which are not that far away, although not right next by).

    It's so annoying. I haven't even built out one quarter of the map and already they are whining about commute times. It's been so long since I played this game, but can't remember it being this stubborn with the NAM installed before.

    So far I have one neighboring city. It's connected to Slum City by train, avenue and two HWs. It has approx 20'000 R$$ and R$$$ inhabitants (no R$) and about just as many jobs. People travel from Slum City to this suburb for work, mostly by train, but not within Slum city itself.

    I use the default tax level.

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    Well, I don't use anything that messes with the demand, so I suggest a further experiment. Move all that stuff to another folder outside your plugins and run your game for a while. If you don't like what happens, don't save the result and put the stuff back.


    Beware: Emancipated user.  No Windoze for me.
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    For keeping the poor, keep the tax for everything which are not $ high and keep all taxes for $ buildings low may enabling you to make more facilities without any rich guy migrating to your city.

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    Since taxes are related to zoning types ($ zoning is low density, single occupancy), how is this preventing mansions from developing? You have to zone so that this cannot happen, which is why I used packed 2 x 1 lots, back to back.


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    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
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    Taxes are divided by wealth level isn't it? High taxes for the rich will prevent mansions from spawning, since demand for high wealth real estate wil plumit. That might work. I will check next time I play. Have been a bit busy, so haven't been able to play without the I and C multipliers. My guess would be that when I remove them, even more sims can't find work, so the whole town collapses... but I will try.

    I like CAM though, because many great bats lists it as a dependency.

    It's a shame really, concidereing the grand scale of this game, that Maxis put such unrealistic and restricting commute times into the game. I sort of wish they would just release the source code of this neglected gem instead of rebooting the series with the upcoming new release, which at least to me does not appear to be going in the right direction. OpenSC4.org would have been awesome! They have improved a lot in SC5, but only the things that annoyed the hell out of me in SC4 and Cities XL ;) They should strive for realism instead of such cartoonish nonsense (imho).

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    It's a shame really, concidereing the grand scale of this game, that Maxis put such unrealistic and restricting commute times into the game. I sort of wish they would just release the source code of this neglected gem instead of rebooting the series with the upcoming new release, which at least to me does not appear to be going in the right direction. OpenSC4.org would have been awesome! They have improved a lot in SC5, but only the things that annoyed the hell out of me in SC4 and Cities XL ;) They should strive for realism instead of such cartoonish nonsense (imho).

    But....but.....but...... How would EA pull all the idiot facespacers into buying the game if it wasn't simplified and forced you to play online?

    "Simcity" 2013, is NOT any more a SimCity than the hell spawn SimCity Societies was. Everyone who ever worked on real SimCity games (everything prior to 3000/3000 Unlimited) has long since left the company, or was force feed EA's koolaid, and they might as well had left.

    No "Simcity" 2013, is nothing more than SimFaceSpace.

    I mean its like the didn't even learn from the hell they caused when vanilla SC4 came out.

    No streets no roads no Highways, just Avenue, slightly larger Avenue, huge avenue.

    The new SimFaceSpace is nothing more than EA hoping that SimCity fans will be dumb enough to help pay their Salary for the month it's released, and I doubt, and hope, it won't make that much.

    Why is it that everyone everywhere wants to take something old and fondly remembered and exploit it and ruin it.

    Case in point SimCity, the Command and Conquer series, hmmm all EA games...... That must speak wonders, which is why I will not be buying SimFaceSpace.

    Sorry for the hijack/rant. Just Hate with a capital H what the new "SimCity" is going to be. If I invent a time machine in the future, rest assured we will never know the pain SimFaceSpace will cause us.

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    It's a shame really, concidereing the grand scale of this game, that Maxis put such unrealistic and restricting commute times into the game. I sort of wish they would just release the source code of this neglected gem instead of rebooting the series with the upcoming new release, which at least to me does not appear to be going in the right direction. OpenSC4.org would have been awesome! They have improved a lot in SC5, but only the things that annoyed the hell out of me in SC4 and Cities XL ;) They should strive for realism instead of such cartoonish nonsense (imho).

    But....but.....but...... How would EA pull all the idiot facespacers into buying the game if it wasn't simplified and forced you to play online?

    ....

    Sorry for the hijack/rant. Just Hate with a capital H what the new "SimCity" is going to be. If I invent a time machine in the future, rest assured we will never know the pain SimFaceSpace will cause us.

    That's okay, it was I who brought it up :D But I sort of need help here, so we should probably try to restrain ourselves as to not derail the thread completely. Although I agree 100%, and I feel for you brother. I long for a new SC which would bring this great legacy into the future with sleek and massive metropols and complex networks, but SC2013 is not it for me (obviously, as it provides neither). And besides, no devs can make the perfect city builder on their own. They have to utilize the modding community, who are their greatest fans, and build the game with them in mind too. Otherwise it'll all be rubbish, and stay rubbish.

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    To get back on topic, I concur with the suggestions.

    Especially the taxes, I've never used taxes as a way to generate profit, you can't tax your way into a profit no matter game or life. Use the taxes to determine what level of growth you want.

    I use a graduated tax bracket, unless I am targeting something specific with growth. Then I'll lower taxes. I drop R$ to 8% leave R$$ at 9% and bump R$$$ to 10%. My Commercial usually stays in the 8s graduated of course to give me a bit more income as they expand. Usually 8.6/8.8/9 C$/C$$/C$$$ (services and offices). I adjust it as I see fit. Of course there is no formula to it just a wild hair. Sometimes I like triggering a recession and ill raise taxes a ton to drive out a service or group. Then I will spend time rectifying said problem. Mainly because once you make enough money to be in the black, there isn't any challenge to the game. Which is why I create artificial problems.

    I would love to find a mod which increases the likelihood of fire and how quickly it spreads. Last night I had a fire breakout in my main C district. Ho humming, which is all it takes with SC4 disasters. I sent one truck. By the time it got there, the fire had grown and spread. Next thing I know 3-4 buildings are lit up!

    Now what's sad is the only reason that happened is because I ho hummed it. God I miss the days of 2K when disasters were true to their names and a pivotal event. But it was easily the most fun I've had playing SC since I played SC2k way back in the wonderful 90s. A 15-20 second fire fight, yes I'm not a huge fan of 4 either. 2k will always be hands down the best.

    Geez tried to help got on another rant lol, but try tax manipulation or remove the demand increases.

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