Feedback on second Earthworks Tutorial entry
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Ponte Sant'Angelo, once the Aelian Bridge or Pons Aelius, meaning the Bridge of Hadrian, is a Roman bridge in Rome, Italy, completed in 134 AD by Roman Emperor Hadrian, to span the Tiber, from the city center to his newly constructed mausoleum, now the towering Castel Sant'Angelo. The bridge is faced with travertine marble and spans the Tiber with three arches; it was approached by means of ramp from the river.
Works as a Road Bridge
NAMv30 or higher
I just discovered an interesting way to provide huge income for growing small towns. Check out the town "Arnek" shown in the attached images, for example. It's a tiny, sleepy agricultural town, with about $250/month tax income and $1500/month in expenses. Normally it would go bankrupt in a big hurry. But this town is actually profitable, even with taxes set low! And it didn't do a deal with Dr Vu (waste dumps, missile ranges, Area 5.1, etc). Instead, it's funded by monorail!
Normally, a monorail in a tiny sleepy town would be a boondoggle. But, if you establish a regional monorail system stringing many towns together, preferably with just one monorail station per town (preferably a high-capacity plugin station, not the low-capacity one that comes with the game), and have some towns be mostly residential (more people than jobs) and others be mostly commercial and industrial (more jobs than people) then sims will make heavy use of your monorail lines, and the income from each monorail station will far exceed it's expense. This can actually fund an entire small town, giving it money for services that it couldn't otherwise afford (police, fire, medical, schools, transit, landmarks, etc). See the purple line in the attached region linking "Lud", "Arnek", "High Desert Plateau", "Alpine Moor", and "Calla Bryn Sturgis". That line is being used by up to 43,000 sims each day in some areas! And every town along the route reaps the rewards from the transit ticket sales.
I'm curious: how many folks reading this have already stumbled across this way to generate revenue? And how many find this to be something new to them?
I was tinkering with one of my cities last night (SimCity 4 Deluxe, fully updated, with NAM 36 + various other plugins, incl Bullet Train). I have a monorail line (restyled as a Shinkansen line by the "Bullet Train" mod) coming into my city at center of north edge, heading for downtown (center of city tile). To get there, the most direct route is to cut right through a northern industrial neighborhood. But that would involve the monorail line crossing over several tram-on-street lines, and I can't get the draggable monorail tool to cross those; it says "cannot place monorail on reserved tiles" or similar wording. I can't find any puzzle pieces anywhere to do this either. Is there a way to have monorail cross over tram-on-street? If so, how do I do this? (As is it, I have to route the monorail completely around my industrial neighborhood, which works, but I'd prefer the more direct approach.)
-Cori Edit: The question in this post is completely outdated due to a much newer version of NAM being available. Skip down to the question by @Eusebio Ptolomeu and the replies by @jeffryfisher and @rsc204 for the most up to date information.
Original post follows. (Skip it tho.)
There is a big list of traffic controllers I can choose in NAM, but to me it's quite unclear which one the best is. The NAM readme file is not really clear about this as well. I have quite a big city (the region has 800.000 inhabitants now) and it is hard to get the suburbians to work in the downtown. Which traffic controller would be the best one between:
- 2x Capacity
- 5x Capacity
- Better Pathfinding
- Better Pathfinding 2x Capacity
- Better Pathfinding 5x Capacity
- Perfect Pathfinding
- Perfect Pathfinding 2x Capacity
- Perfect Pathfinding 5x Capacity
And which setting would be optimal for the Colossus Addon Mod?
Greetings to all fellow mayors and Simtropolitan citizens!
I want to present you a series of tutorials revolving around a very immersing part of the game: earthworks!
Why? Because it's a very fundamental aspect of any construction in real life and can add aesthetic and functional depth to your cities. I came up with a series of tutorials I'll be developing for this purpose, ranging from the most fundamental aspects to highly demanding applications of in-game earthmoving to shape the destiny of your city.
Perhaps the biggest gain players can get from mastering earthworks is making rugged terrain regions all that much more enjoyable. It may be tempting to always go with a very flat region to make building easy, but that approach makes players miss the opportunity of a challenging terrain resulting in a thrilling and wonderful landscape. I'll be making these based on my main ongoing region, the Sinnoh Region, as the one fundamental geographic element that defines it are its mountains.
One favor I ask followers of this series is to avoid posting on the tutorial threads until they have been constructed. Their completion will be announced here and in the meantime, the corresponding comments can be made here.
Finally, before we start, I would like everyone's feedback on which category should I tackle next after completing the fundamentals tutorial.
Network Addon Mod, latest version (currently the 36, versions 34 and 35 will still be adequate). In particular, make sure to have the NAM hole digging lots, these are super important to do a lot of the required steps I'll be showing.
Slope mode of your choice (in my case, the BRF Tunnel and Slope Mod). I recommend this one in particular because it's one of the most strict slope mods available for SimCity 4. I currently use an older version which still did not include a dedicated Real Highway (RHW) slope, but that isn't a problem for me as you'll all learn during the tutorials.
Region with hilly, rolling and/or mountainous terrain--anything that isn't a super flat expanse of nothingness will do.
God Terraforming in Mayor Mode (or if not your thing, use the cheat to activate God mode terraforming tools in Mayor Mode
T U T O R I A L S E R I E S :
A. EARTHWORKS FUNDAMENTALS: (in the making)
Starting a town (Emeragrove): now available! Main local road (Emeragrove): screenshots available, pending writing Bridge across river (Emeragrove): upcoming Power lines (Emeragrove): upcoming
B. EARTHWORKS APPLIED TO MAJOR TRANSPORTATION PROJECTS AND URBAN RENEWAL (future)
Rural Freeway Segment (Route 203) Rural Freeway Interchanges (Route 203) River Diversion (Jubilife) Urban Freeway Retrofit (Jubilife) Median Mass Transit (Jubilife) Suburban Freeway Retrofit (Route 204)
C. MOUNTAIN MADNESS (future)
Difficult mountain crossing (Oreburgh-Pal Park) Mountain Railway (Oreburgh-Pal Park) Dam and reservoir (Pal Park) Mine expansion (Oreburgh) Tunnels across mountains (Route 216)
D. COASTAL CHALLENGE (future)
Seaport (Jubilife Port) Power Plant (Jubilife Port) Beaches (Hotel Grand Lake) City straddling the sea (Sunyshore) Building a linear breakwater (Seabreak Path) Building an island (Flower Paradise) Underwater tunnels (Jubilife)
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