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vladpen

Eliminate pointless tedious micromanaging

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I find it game-killingly annoying that I have to constantly keep adjusting the amount of water I'm selling to neighbors as my water pumps wear out. That isn't what I regard as "gameplay". Surely there's some way to tell the game "sell excess water to neighbors" rather than having to keep setting the amount manually. Same goes for schools and hospitals ("spend what you need").

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well, a good option is to simply overfund all utilities and services, and to accelerate population growth to a point when overspending isn't a problem at all. That's what most people accustomed with the simulation does.

But there are other alternatives:

None of them is optimal, but is the most flexibility the game modding allows; to make a smart spending mod is, at least up to what is known, impossible.

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For the problem you are having I love the no degradation mod for the utility buildings.

Additionally, (in case you run into this) I created my own problem once. What I had done was create a few small towns in one city tile and each had their own utilities. As I played they grew towards each other but I still had not interconnected their water supplies. So, my overall chart said I had bunches of excess water. I set up a deal to sell some to a neighbor. Then like every three months the deal would fail. It was very frustrating until I figured out the part I've already explained. At the time I didn't realize I was overloading that particular "town's" supply.

 


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4 hours ago, CorinaMarie said:

For the problem you are having I love the no degradation mod for the utility buildings.

Additionally, (in case you run into this) I created my own problem once. What I had done was create a few small towns in one city tile and each had their own utilities. As I played they grew towards each other but I still had not interconnected their water supplies. So, my overall chart said I had bunches of excess water. I set up a deal to sell some to a neighbor. Then like every three months the deal would fail. It was very frustrating until I figured out the part I've already explained. At the time I didn't realize I was overloading that particular "town's" supply.

 

that seems a little bit like it would take the fun out of the game. what I do is produce more than I need so I have a surplus. and choose to sell a few options less than the maximum I could sell. 

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10 minutes ago, AprilAero said:

that seems a little bit like it would take the fun out of the game. what I do is produce more than I need so I have a surplus. and choose to sell a few options less than the maximum I could sell. 

Fortunately, Paeng's mod is very flexible, allowing to double and quadruple the lifespan of the Maxis utilities buildings, aside making them eternal

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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30 minutes ago, AprilAero said:

that seems a little bit like it would take the fun out of the game.

Yeah, it certainly can depending on one's play style. That's why we each have the option to play how we like. *;)

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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One strategy I use when I play in 'no-mods' mode to avoid a city being decimated by a sudden total failure of either water or power supply, is to build multiple plants in offset times so that if one fails another is still operational.   This gives a clear message to replace a plant without having to be constantly micromanaging.  

In SimCity 4 especially, the Mayor is more of a civil engineer than a politician, so we have to do our routine engineering systems checks rather than take another vacation at the taxpayers expense :)

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