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Howitzer Zak

Simcity info and data analysis

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This is great infos! That really helps me understand some city dynamics.
 
Your data looks pretty sound and matches up with what I am seeing in my cities, ratio wise.
 
I haven't seen the bus glitch recently, although I have seen school buses get stuck in a glitched out loop when they try to enter a school. Pretty much everything about traffic in this game is jacked right now :(
 
Have you looked into tourism at all yet? I played in the sandbox for a little while to see if I could figure out what brings in the most, but it just fluctuates wildly and I can't really figure out why.

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Thanks a lot for doing this.  This information is very helpful, and hopefully it can be stickied eventuall when the info is more complete.

 

I have a question you might be able to answer.  Do all residential buildings of the same wealth/density combo have the same sized footprint AND supported population?  If population is always the same but footprint size varies, that would mean the best way to optimize population is to destroy the largest footprint buildings of each class

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Catchin - you can doze a bus stop, but you have to zoom in to do it.

Thanks!

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It's no surprise then that when you reach 30 to 50.000 population the zoning advisor starts telling you there are not enough workers, seeing that High density gives so little in terms of workers.

 

What I don't understand is, what do the other 4000 people do all day?

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It has to be a bug. No way in heck are they supposed to be old people or something.

 

There are lots of screenshots, and I'll have to check my own cities, of people having 10% of their population being workers. TEN PERCENT! That's insanely low, especially if kids aren't counted in a city's population. In real life, although it fluctuates, it sits at usually around 45 - 50% (in the US) of people over 18 are working at least 30+ hours/week.

 

TC, any idea how kids are simulated? Do they take 1 year to grow up? I haven't played any of my cities past about 2 and a half years, but I certainly have large amounts of adults, and I can't imagine this simulation having a kid take 15 years to grow up, especially considering they randomly assign houses and jobs every single day.

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It has to be a bug. No way in heck are they supposed to be old people or something.

 

There are lots of screenshots, and I'll have to check my own cities, of people having 10% of their population being workers. TEN PERCENT! That's insanely low, especially if kids aren't counted in a city's population. In real life, although it fluctuates, it sits at usually around 45 - 50% (in the US) of people over 18 are working at least 30+ hours/week.

 

TC, any idea how kids are simulated? Do they take 1 year to grow up? I haven't played any of my cities past about 2 and a half years, but I certainly have large amounts of adults, and I can't imagine this simulation having a kid take 15 years to grow up, especially considering they randomly assign houses and jobs every single day.

I think that there's no aging in simcity. Nor I have seen something that would prove that sims age. I think that house will just generate some workers, shoppers and students, and that number will stay constant. Each of those agents then serve their own purpose. Workers going to work (thus making other buildings work), shoppers doing shopping (bringing happines thus increasing density) and students going to schools (increasing education and technology knowledge).

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It has to be a bug. No way in heck are they supposed to be old people or something.

 

There are lots of screenshots, and I'll have to check my own cities, of people having 10% of their population being workers. TEN PERCENT! That's insanely low, especially if kids aren't counted in a city's population. In real life, although it fluctuates, it sits at usually around 45 - 50% (in the US) of people over 18 are working at least 30+ hours/week.

 

TC, any idea how kids are simulated? Do they take 1 year to grow up? I haven't played any of my cities past about 2 and a half years, but I certainly have large amounts of adults, and I can't imagine this simulation having a kid take 15 years to grow up, especially considering they randomly assign houses and jobs every single day.

I think that there's no aging in simcity. Nor I have seen something that would prove that sims age. I think that house will just generate some workers, shoppers and students, and that number will stay constant. Each of those agents then serve their own purpose. Workers going to work (thus making other buildings work), shoppers doing shopping (bringing happines thus increasing density) and students going to schools (increasing education and technology knowledge).

 

You're 100% correct. There is a thread either here or on Reddit that explains it, but basically each house that is represented on the map spawns in a certain number of workers, shoppers, students and kids. They then perform their daily roles. There is no age simulation. 

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my university has low student count why?

Because every education building is using students to fill itself, so I think the problem is your other education buildings are taking the students for themselves and theres no one available for university. I did a test yesterday and it really is that you only need the highest available education building in your city. So if you have university, demolish all other schools in your city. It's weird but it's how it works. Each new level of education building replaces the previous.

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Solve this conundrum: I build a shop. This generates jobs, wares to be sold to buyers and request for industrial products. To replenish their supplies, I build industry, which generates jobs and needs workers. Building the shops has me at low unsatisfied buyers, but when I build more homes to have more workers, I create new buyers, who will be among the unsatisfied. This means I have to build more shops...

 

It reminds me of the shoe shop story from the Hitchhikers' Guide. It spirals on and can never find balance. 

 

Is there a rate you can use of how many industries, shops and homes you need to balance things out, or should you stop caring and play on regardless of demand?

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I'm glad somebody else thinks like I do!

 

A Wind Power farm supplies 20 low income jobs and 6 med income jobs

...

 

You missed the rest of the power plants (note, the maintenance cost is of the building, not including the free smoke stack/windmill/etc):

 

 

Wind Farm $40 20 6 0

oal power plant $25 25 8 0

Oil power plant $100 40 12 4

Solar farm $40 20 4 0

Nuclear power plant $100 220 604 240

Water Tower $100 0 0 0

Water Pumping Station $400 80 40 12

Also, I was starting to calculate tax revenue per household.

$ Residence $10 Low 4     2     2

$$ Residence $20 Low   2     1   2

$$$ Estate $50 Low     2     1    1

 

I love the nuclear power plant... it creates 1064 jobs for $100 an hour (and nothing else; blow up the tower)... if all those workers come from low density residential, that's $12,590 in taxes per hour.  Keynes was on to something here...

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my university has low student count why?

Because every education building is using students to fill itself, so I think the problem is your other education buildings are taking the students for themselves and theres no one available for university. I did a test yesterday and it really is that you only need the highest available education building in your city. So if you have university, demolish all other schools in your city. It's weird but it's how it works. Each new level of education building replaces the previous.

Also try to build more busstops

Bring out the education table and start placing schoolbus stops near the uneducated buildings and the enrollment will just sky-rocket and there will also be less risk of fire.

Do it for about 20min realtime and you'll see the effects.

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Looked into $$$ wealth high density today:

 

$$$ high density residential = 62-70 workers, 33 shoppers, 30 students
$$$ high density commercial = 200 $ jobs, 300 $$ jobs, 120 $$$ jobs, 465 goods per 12 hours (satisfies 465 shoppers, I think), 0 or 155 souvenirs
$$$ high density industry (tech 3) = 200 $ jobs, 600 $$ jobs, 240 $$$ jobs, 360 freight
$ high density industry (tech 1) = 1400 $ jobs, 200 $$ jobs, 20 $$$ jobs,



 

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