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Board_Marshal

Ugh! Ample power and water but my road network is too awesome.

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  I have excess water (pump station fed by sewage processing facility) and power (currently an oil plant) but various sections of my city don't receive water and power refills because the "pathing" agent doesn't send enough bubbles down certain roads (I watched them).

  So what was initially a very cool, aesthetically pleasing city with an efficient road network that kept traffic in check by forcing various segments of the city's traffic to flow and collect in certain areas separately thus reducing the risk of too many commuters reaching any given point all at once was undone by the need to add little junctions of roads to facilitate water and power making it to the more segregated sections of the city.  Of course with the new road connections added the traffic flowed towards the "shortest" new routes and my whole system was undone.  Insult to injury was the added roads this still didn't get the job done and I had to plop down a solar farm in the middle of a low density neighborhood on the opposite corner from the oil plant so that it's power bubbles could reach the powerless buildings (mostly high rises).  I also had to plop down water towers to directly feed these un-watered areas.  Now the ugly @$$ water towers and a solar farm ruin the look of a my city and the traffic has gone to $h1t.  

  Because I usually don't pay much attention to the simulation aspect of SC2013 (lets face it, beyond trying to manage the traffic its not really a hard game to play unless you set challenges and restrictions for yourself) all I have left is creating nice looking cities.  Now I can't even design the layout of the city because the water and power can't find its way down the pipes, come on! /end rant

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It should reach them eventually. I had some buildings that remained unpowered for months, but after that stayed powered.

 

Since the excess power builds up as long as the game is running [leaving the city appears to destroy all excess water/power in city], its inevitable for them to reach those buildings.

 

I suppose after a restart this might arise again.. but maybe not before the buildings run out of power/water?

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    How about a pic of your awesome road network?

     

    These pics are well after I've added all of the interconnects and solar power station which makes it much more ugly than before.  It used to be that the 4 sections of the city were separate from one another.  Upon entering the city you could either go straight (to access the later 2 quadrants) or go left (industry sector) or right to the initial original section of the city.  If travelers went down the middle high density avenue they would have the opportunity (at the midpoint) to go left (city hall, Mayor mansion, and a high value section with college) or to the right which was a more modest section, mostly medium wealth which had a high school.  The industrial sector recently gained its own little worker group of low wealth, medium to high density residential.  The section just to the right of the city was kind of a "jack of all trades" section.

     

    Spark_2013-04-01_23-35-04.png

    Spark_2013-04-01_23-36-28.png

    Spark_2013-04-01_23-44-38.png

    Spark_2013-04-01_23-38-59.png

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    love the design, really takes the agents travel distance into consideration. is it possible to squeeze a small power plant and water tower somewhere closer? "possibly in between the 3 bridges at the back. connecting them via a straight road and then using the dirt road trick, thus inserting an extra agent point to keep the path longer, might work.

     

    obviously you have already tried adding extra utility buildings, however if doing it this way works (just keep adding agents until it does) it should keep your traffic in check, but still at the cost of aesthetics...

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    I wish I could load a save file so I could show the network before I had to mangle it.  The center got much more complicated and the branch right inside the entrance to the city over to the industrial area didn't used to exist.  I wouldn't have posted the topic if a single to a few small road modifications had resolved the power/water distribution problem but the fact I had to plop the second power supply down along with a few water towers (still failed to fix the problem) was irritating.  I've found that by placing strategic bottlenecks the traffic will get moderately heavy in a few locations and prevents a larger red traffic snarl elsewhere.

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    Like someone said above, I do believe power and water will eventually reach remote locations but it could take a really long time. You might consider saving a bunch of money and restoring the original road network. Make sure your power, water & sewer are well in excess of what you need and stay on top of them. And then just be really patient.

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