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greener07

I think I am totally wrong!

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Whatever I do... my population won't go above 6000 or such.

 

Only once one of my city got 22000 population but that was accidental I guess.

 

This time I planted massive amount of evergreen & seasonal trees, started taking care of garbage at the very beginning, made nice road & railway layout, put two 5*5 dirty industries in the very corner, one I-A far from the industry, used radius doubler (100% education, fire, police, edu coverage), 100% water coverage, few commerce zones scattered here and there with one big commerce zone in the center of the city...

 

still population stuck at 6000..

 

I make homes of 1*2 size.

 

I really think that my whole concept is wrong...

 

Its not that zone the land and they will come...

 

I saw the tutorials in omnibus and youtube but what they teach is nothing new to me... I mean I know what they are doing... Then where I am doing wrong...

 

I completed whole zoning and then stare at the screen and population will dance from 6000 to 6050 then back to 5080 and like that...

 

:( grrrrrrrr 

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Considered zoning more industry? or perhaps outsourcing all the dirty industry to a ajacent city connected with a couple avenues or highways. That way you can cram all the dirtiest/undesirable stuff you can fit in that city without affecting your residential areas. Also provides a substantial amount of jobs

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    Considered zoning more industry? or perhaps outsourcing all the dirty industry to a ajacent city connected with a couple avenues or highways. That way you can cram all the dirtiest/undesirable stuff you can fit in that city without affecting your residential areas. Also provides a substantial amount of jobs

     

    I have industry doubler... I just created two-three 5*5 I-D area because I think that in any realistic city even those of dev. countries have atleast 2-3 such industries... Also there is heavy green border around that ID area.

     

    Yes in the past I do created regions but not of much help... population growth remained stagnant.

     

    and high-rise ... nope not a single one.

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    Can't see whats wrong except maybe shortage of jobs. My cities usually have opposite problem, too much of a population boom for me to create jobs for them, also strains the education system alot

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    Can't see whats wrong except maybe shortage of jobs. My cities usually have opposite problem, too much of a population boom for me to create jobs for them, also strains the education system alot

     

    shortage of jobs... nope... I keep a balance of job and population by watching the RCI index.

     

    also I never got commercial high rises... only those 4 storey bful buildings with a water sprinkler.. lol what you call it... yes fountain...

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    I assume you are providing the basic services...water, fire station, police, education, health clinic etc....  Also make sure you are providing a few parks or plazas.  It sounds like you have hit a demand cap.


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    I assume you are providing the basic services...water, fire station, police, education, health clinic etc....  Also make sure you are providing a few parks or plazas.  It sounds like you have hit a demand cap.

     

    demand cap... nope... I built 3 parks, 1 plaza, 1 tannis court, 1 basketball court, 1 squash court, but nothing...

     

    I played for 20 sim years ... is it too early to cry for a high population?

     

    but how will pop increase if it keeps on dancing?

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    I'm taking a guess here but are you using different zone densities? Do you just zone 1x2 residential zones? If so, you should consider making the zones larger unless if you're making a suburb-type city.

    If you're just using low density residential/commercial, then don't expect any high rises to appear. Medium/high density will allow mid/high rises to appear.

    Again, I could be wrong here but its just a consideration.


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    Without a picture or two it's hard to diagnose the problem. Idk what to say without more.

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    Enter the cheat code moolah and here you can set unlimited money, next set all the taxes to zero and you will have perpetual growth. But it depends on what you want, if you want to create cities then little things like money and demand should not get in your way. However if you want to work with the game's mechanics then: ease on the taxes, provide plenty of demand cap relief, develop neighbour cities and cycle through them one by one to spur on growth.

     

    Above all else: DEMAND CAP RELIEF. Have you placed down any parks or buildings which raise demand cap relief? By demand cap relief I mean buildings that raise the maximum permitted level of populations for $R, $$R, $$$R, plus all the wealth types for commercial and industry. For instance at first the demand cap for $R is 10000 or something, growth slows down as you approach 10000 $R residents. Adding parks raises that number, thus permitting more growth.


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    1. get rid of all the funny this and that doublers and ordinances.  Unless you understand these things thoroughly they are not very useful.

     

    2. to use the moolah command you have to have the extra cheats dll loaded.

     

    3. Is it possible you are in too much of a hurry?  You won't get downtown Mumbai in one or even two sessions.  It sounds like you are just not playing correctly.  Have you run the Timbuktu tutorials?  If so, did you get the messages?  Basically they suggest that for best results the layout should have the C between the I and R, so that workers must pass through the business area to get to work.

     

    My current big city with 600,000+ Sims in it has taken 16 months of real time playing to get there, and I actually have a working region of over 40 profitable tiles.  Mumbai isn't built in a day.

     

    I start either with a large port surrounded by medium density industrial, or a village containing low density commercial.  The port cities have a ring of commercial around the industrial then a ring of low density (2 x 1, not 1 x 2) R for openers.  The land cities start with low density commercial and 2 x 1 low density residential.  This technique disallows mansions.  SPAM farms are added to help make the nut.  It is very important to get to a profit situation and maintain it.


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    I played for 20 sim years ... is it too early to cry for a high population?

     

     

     

     

    I haven't played the game the "regular" way (without unlimited money and focus on realistic and aesthetic visuals) in years now, but I think that what I quoted there would probably be the biggest issue.

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    Do you have neighbor connections (for the industry to actually export something)?

     

    What about neighbor cities?

     

    Built all rewards?

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    I am already doing what most of you said... OK I will post pictures now.

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    Y'know, there is no right nor wrong in this game except for going broke.  Relax, quit stressing about it, and just play.  It is supposed to be fun.  Just work slowly, without a prelaid grid, and work slowly to improve the lot of the city.  Eventually you'll get there. 

     

    It took me, a very experienced player, 16 months of occasional play to get 600,000+ Sims in one city with about 2.5 Million in the region.  On the average I play between one and two hours a day, and not every day.

     

    This is a leisure time activity.  Sometimes, when I am out, I just let it run.  I take a save, then go out.  If it has crashed when I get back, no sweat.  I just restart it.  The other day I let it run, inadvertently, in a background desktop for around four hours before I noticed things were rather slow in other work.  The city advanced about 20 Sim-years during this time.  It is large and very slow.  When the loose nut is not holding the keyboard to the game, it seems there are no CTDs.


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    Thank you Nonny...

     

    Yes the game is huge... The highways, the ponds, the parks, the railways.................

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    Let's see:

    - I agree with Moose about things like industry doubler/quadrupler (there are also service doublers etc). No, these won't create more jobs, instead the same number of jobs can be obtained from fewer buildings. And I'm saying "can be" because the number of jobs is determined by demand, not only by the amount of zones you lay. Yes, this one can be a limiting factor (you may not get more development if you don't zone more), but the maximum development you can get is determined by demand. Demand for CO, for example, is determined by the presence and availability of a highly educated workforce, demand for CS by the number of residents (=consumers), and finally demand for R is determined by jobs. So in your case you would have to zone more industrial zones to get the same amount of jobs. And radius doublers and the like just make the game easier to play (spend less money for the same service). But the game (at least as far as the economic part is concerned) has become really easy since the "RH" expansion (even at the "Hard" difficulty level), so I don't get the point of using such mods. You want the game to pose some difficulty don't you? Such lots totally destroy the balance of the game, and are clearly cheats. Nothing against those using cheats (it's a game after all), but if you want to cheat why use such lots and not some "Money Tree" instead? Buildings with a "Coverage Radius" (schools, health, police, fire etc) are really challenging to place correctly (so that both service level and capacities suffice, and no unnecessary buildings are placed). This is one of the hardest aspects of the game, and by using radius doublers and the like you just avoid this challenge.

    - You told us what you have done with zones, water and such, but two essential pieces of information are missing: a) How about taxes, have you set them to the neutral (for your city size) rate, or you have tried to tweak them? and b) How is your demand doing, do you have positive R and/or C demand (of any type) or they are all flat? Without these we won't be able to provide any help. And yes, post pics (at least the taxes, your budget and demand graphs).

     

    For your info, it is even possible to develop a region without farms or industry, and yes, this works and the cities do grow, and the budget is always in the black. I replied on a similar post just a few hours ago, so take a look (and the links in the post).

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    No question about it.  I have done commercial/residential cities that were as pure as the driven slush.  No I-types at all.  It is a matter of what the mood is at the time.  Adding I-types to a city tile is sometimes a good way to get balanced, or maintain your profit margin depending on the circumstances. 

     

    If you are going to do this kind of thing, I'd suggest opening with a few dozen CS$ lots along an avenue (you can upgrade them later), then work like a swarm of ants to get enough R$ to work at all of them and pull you into profit.  All R$ do not necessarily live in low density land.  Some of them live in medium density MURBS while others, usually not having cars, live in high-rise walk ups on high-density land.  You get what your education levels and other environmental considerations make possible.

     

    I suppose it you worked at it hard enough you could get a city full of burger flippers, shoe salesmen, and other retail types.  However, you will need some R$$ to run the show.


    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

    Come join us at the Moose Factory

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    Hey Grenee07, one way my city population grew at a decent rate was starting out with plenty farmland in outlying areas and low industry as primary income using a train connected to adjacent cities for exporting. Zoned some low density commercial along a main street that crosses the town center. No med or high density res, ind or commercial. Even with no schools early on, the residential zones grow about as soon as a road and community is zoned. After so many sim years, and residential seems to slow down, i lower taxes to entice more residential growth.

    After it looks like i have enough "old town " early century-style 1x1 and 2x1 lot residentials, preserve tge ones i want to keep so that when its time to entice $$, i wont lose the the $ residencies that i like and "first small businesses", saving some to be used as landmarks when the city has outgrown the low industry and farming , and ready for its next phase where i begin adding schools to smarten up the current residents and help the growth of $$.

    In cities where i started out with high density everything,it was very slow to get the population going. Just been my expeeience.


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