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Which tile should I start?

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Hello!

 

I'm new to SimCity 4. Many times I tried to have successful region but I never got success. I just set up new region. I like to take some advises to start my region

 

Here the pic

 

post-522121-0-40238300-1364772971_thumb.

 

My idea is 

 

Weattle should be core city between Yeattle (industrial region) and Teattle ( suburban region)

but I wonder can sims travel through Weattle to work in Yeattle from Teattle? 

 

Should I start in Weattle as core city first then start suburb sprawl to Teattle?

 

Thank you

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Looks like Waffle with that resolution. I'd start there in the middle and grow it outward in all directions.

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Start in Weattle and grow the reagion naturally.


9a5bb342.png.0e1b17a8c9297b433bc28db6f3934b10.png "You run and run to catch up with the sun but it's sinking.  Racing around to come up behind you again.

The sun is the same in a relative way, but you're older.  Shorter of breath, and one day closer to death."

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First, open and save the rest of the tiles.  It will save you aggravation later to get rid of the virtual tiles from Mapper.

 

Then pick a spot on one of the water areas and start with a fishing village.  Let it grow from there with some coaching from 'god'.


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lol "weattle"...

 

I dont know why I find that name hilarious.

 

But I do.

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Weattle ,  Yeattle and Teattle ... Nice!  :lol: 

 

Edit:

Name your 4th city as Beattle :D

 

BTW, Yes start in Weattle... make the industries in Yeattle and then start Teattle.

Above Weatle create Beattle.

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And name one Jot, and another Tittle.


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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To actually answer your question, yes, but only with the NAM. I suspect that since you have terraformer/mapper, you are somewhat familiar with SC4 mods. The NAM will ensure that such commuting is  possible, but if there is a large number of jobs available in the city core, it is likely that many Sims will stop there first. Some jobs will be needed in the middle city regardless to "enable" the Sims to look across the city border and see jobs. Then they can proceed west once they get into Weattle to the jobs next door.

 

Also limiting access will "force" Sims in one direction, so take that into account when planning your transport networks.

 

While I am a fan of natural growth CJs, they aren't very fun for me to build, so if you take that advice, proceed at your own peril (it's not dangerous, just slow, and Nonny Moose has a lot of extra time on his hands that he has to kill that make it much more ideal for him). You will need to make sure that all cities develop in simultaneous fashion, switching between cities, if not once per session, than switch every session, so one day/session you work of Weattle, the next, switch to Yeattle, and the to Teattle, and so on. This will keep demand synced in the region and keep growth even and demand high.


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I'm afraid that this setting won't work very well, unless you use demand mods and/or other cheats, which however cause unbalanced growth. If you want to develop your city "naturally" this layout is rather impractical. While commute may be possible, and many players (and I think Maxis tutorials too) suggest that you zone your commercial between industrial and residential, this stems from having a very special development pattern (see below), which may not be the one you want, it is mostly about jobs and commute in the same city tile. If your sims need to cross the city borders to get to their job, "Commute Time" will be "Long", and this reduces R desirability. And I should also mention that you will have to switch between cities frequently and play each tile for a few gamemonths to allow the demand/development, jobs and pathfinding simulation to work. For example, if you are playing a C-only tile, the most you can do is wait until all your C demand is satisfied (turned to development), but this usually takes just a few gamemonths. There is no meaning playing the tile any more (unless you have a positive budget and wish to raise funds), because you will have no demand any more (it will be flattened) and this wont change over time because your R population, EQ etc are not changing either (they are contained in different cities which are not simulated).

 

The development pattern I mentioned above is (and Maxis "gurus" obviously had in mind) is to create many I-D jobs first to get a critical mass of population, which you will have to educate to raise I-M, I-HT and CO demand - CS demand depends solely on population and comes only AFTER a population increase, which however is supported by I, CO and civic jobs; then CS creates additional jobs (and population), but the true "drivers" are I, CO and civics. But is this what you want? I have found that a different pattern rather works better: some I-D (or even I-R) for the start, then zone for and satisfy all (exhaust) R and C demand (of any type) as you go. Of course you have to provide full educational coverage for all of your R population (ever R$) from the start, to raise CO demand (play with the sliders, esp bus and ambulance so that the bill is affordable). And zone for more I only if you feel that your city(-ies) is stagnated, although I'm quite sure that if you provide full educational coverage this will no longer be happening, because if you run the city for a few game-months, EQ will be on the rise, creating CO demand, which will initiate another CO->R->CS->R development cycle.

 

I have found that the above setting works best with mixed, rather that specialized cities. Of course, some specialization is still possible (eg a city can have more C jobs than population, and another one the opposite) but I would say don't make I-only, C-only and R-only cities. Not only you you have to switch cities all the time, you may not be able to get the full potential of the game either. For example, you may lose some educated workforce if you can't satisfy CO demand anytime soon; they will leave and CO demand will fall again.

 

Sorry if I dissapointed you, but my suggestion is build mixed cities. And as I mentioned above, one city tile may have more C jobs (build your airport there, and only whien you hit demand caps), but having fully specialized cites is something I recommend against. And something weird, but this is how this weird game works. build your workplaces around the city borders, and your residences in the centre, or in an area where your sims have no other choice but commute through the C area. Otherwise you will get that notorious eternal commuters problem.

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