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MarkShot

Please help understand tile movement

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Two diagrams below.  One working and one not.

It seems that for demand/commuters to be conducted across tiles that intermediate tiles must have their own demand/commuters.  That blank tiles with just transit network are effectively dead.

Also, why it is at time that you have industrial lots built/existing with no workers and freight (check by the route query tool).  Does it mean that the game engine knows that there is demand, but has yet to to assign workers and trucks?  If yes, but I thought this simulation was statistical and not agent based as CS.

Please help.  I am confused.

Thanks!

work.jpg

nowork.jpg


SC4Ckpt.exe ----- Lead Programmer (okay ... yes, there was only one programmer)

SC4Ckpt: Backup Checkpoint Tool

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  • Original Poster
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    That was it.  Even the most modest number jobs in the intermediate tile will cause demand to be conveyed along the transit network.  Otherwise, the tile with transit only becomes a dead spot in the push/pull methodology.

    Well, it looks like my region is back in business!  :)

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    SC4Ckpt.exe ----- Lead Programmer (okay ... yes, there was only one programmer)

    SC4Ckpt: Backup Checkpoint Tool

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    10 hours ago, MarkShot said:

    blank tiles with just transit network are effectively dead

    Did you run any time in your blank sector before declaring it dead? In what order did you age your sectors?

    It may be that a sector can't import and export workers unless it has some capacity of its own, but I wouldn't be sure until exhausting the permutations of timing.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    Yes, to get Sims to travel across tiles, you need to have a deficit of jobs at home, and the most miniscule of available jobs next door to induce the Sims to travel, since they can only see their nearest neighbors (jobs are not telegraphed region-wide, despite demand being a region-wide function). Once Sims get to the intermediary and realize that there aren't enough jobs, they will travel onward to the next closest job location; they won't double back even if a path is possible because traveling Sims have the most basic of information which includes their starting point. Just as Sims are not allowed to double back on their path without changing transit type (to save CPU cycles, among other things), they are also not allowed to return to the city of origin. Primary concern, of course, is that this origin memory is one city deep; it only knows the last city that the Sim came from, even if the Sim traveled over 4 tiles (I have seen cities and regions with successful 4+ tile commutes from the suburbs to the city center), hence the possibility of the infamous commuter loop.

    So I'm glad you were able to get it to work, but this is the main rationale behind how the whole process works.

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    Ah that is very good news.

    I want to be able to build freely across a region and not have to build out contiguously or contrive extravagant temporary tiles.

    Now, I know all I need is one exit off the highway or one train stop with a few shops in the middle of no where (blank tile).

    Very good news!


    SC4Ckpt.exe ----- Lead Programmer (okay ... yes, there was only one programmer)

    SC4Ckpt: Backup Checkpoint Tool

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