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CorinaMarie

CorIndustry - A Look at Vanilla Traffic

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Thanks Cori, enjoyed this demo.  You've made the game more interesting.  I never used to pay too much attention to the complexities of traffic, but now am experimenting with the transit networks.

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Nice work, Cori.  Also keep in mind that once a sim finds a job, they tend to keep that job, unless their route gets blocked, the building is destroyed or delapidates, or their wealth level changes.  This occurs with or without the NAM installed.

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    4 minutes ago, Prophet42 said:

    This occurs with or without the NAM installed.

    Oh? I was under the impression that the Simulator Z found them the closest job based on speed of travel to and from same. So, this might actually be useful to NAMites too? In other words it might be a good idea to force the Sims to reconsider where they work if they are traveling a long distance.

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    1 hour ago, CorinaMarie said:

    Oh? I was under the impression that the Simulator Z found them the closest job based on speed of travel to and from same. So, this might actually be useful to NAMites too? In other words it might be a good idea to force the Sims to reconsider where they work if they are traveling a long distance.

    While this is true, the simulator is designed to keep jobs generally sticky so that they save on CPU time.

    The caveat of this is that if your traffic simulator picks the wrong paths and the game decides that the given block is going to keep similar jobs, but the roads to those jobs become increasingly congested, then with MDTS these Sims will end up having their jobs take too much time to commute to in the morning (Well Joe, I'm sorry, but you took 6 minutes and 23 seconds to get to work, and are now 23 seconds late; as a result you're fired. Good luck, and have a nice day) which can result in abandonment as well as actually increasing worker turnover due to constantly reevaluated traffic routes and times.

    z1 discovered that higher commute times allows the simulator to be lazier in its search for the right job; the pathfinding algorithm assures that it is more consistently correct in its route evaluation the first time rather than having to do a re-eval of the situation every single pass. In theory, it does do a calculation for each pass, but I think testing and simple observation demonstrates that in generally stable cities, Sims will tend to remain at the same job for as long as possible until internal or external factors cause a job shift. It's part of this that made SC2013's simulation so silly (total lack of memory on the parts of the Sims, even with regard to where they lived, not just where they worked), but I think it goes a long way in keeping the game playable, since assuming all other factors unchanged, as long as a Sim's path to work is still valid, the simulator can safely ignore it (if it chooses) in the next calculation pass and keep the game running as fluid as possible given the single threaded limitations and the increasingly heavy workload that the traffic simulator occupies as part of the demand and development simulations.

     

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          Pretty neat test you have applied . I never really took into consideration why my traffic would get wonky at times . Whenever traffic would get too heavy somewhere . I would usually start a re-development process of the congested area with some commercial , they really like the heavier traffic . Look at the demand graph and wash , rinse and repeat as necessary until everyone is  happy . :D

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