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TONYHOTROD64

Commute Time Mod

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Posted:
Last Online: A long, long time ago... 
 

It would be cool if some could make a mod that prevents buildings from abandoning due to commute time. When buildings abandon due to commute it makes me so mad. Its like the sims need to deal with long commute times because thats life. All people can't have their work close to them. GRRRRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!26.gif26.gif26.gif IT MAKES ME SO MAD!!!!!!!!!!! 32.gif32.gif26.gif26.gif32.gif26.gif26.gif32.gif32.gif32.gif

So if someone can make a mod like that or if someone can tell me where I can get a mod like that I would really appreciate it.9.gif9.gif9.gif

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The NAM (PC version:  https://www.simtropolis.com/modding/index.cfm?mode=details&show=380 / Mac version: https://www.simtropolis.com/modding/index.cfm?mode=details&show=388 ) has a radical 10xCommute time option.

Also the Abandonment Dilapidation Modd ( https://www.simtropolis.com/modding/index.cfm?mode=details&show=360 ) may help. It's very close to a cheat, though.

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Posted:
Last Online: A long, long time ago... 
 

I would stick to the NAM36.gif itself personelly...as some users have reported promblems with the anti-delapitation mods....think it has a cycle forabout 150-180 yrs...after the cycle if over...it creates conflicts and some other wacky results

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    I have the NAM and I still have lots of abandonments. I have lots of jobs for the people but they abandon their homes because their are to far way. I even have commerical right next to the residential and they still abandon, so i want something that will stop residential zones from abandoning because of commute time.

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    Posted:
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    1. Please dont spam with the smileys
    2. Show us a screenshot of your transportation grid, city, and zones.
    3. make sure you have enough arteries, such as avenues that all lead to the city center and moterways that take people from large city to large city
    4. depending on city style, get some bus stops from the STEX, and other mass transit amenities.

    If you have the NAM, its probably your playing style, try making your cities more realistic, thats why the cities are there, because they work6.gif

    I spelled motorway moterway, lol

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    Posted:
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    First of all, a fact that might help some users:

    A long commute time does NOT necessarily mean accessbility is the problem

    Common scenario:
    You might have mixed zoning (jobs next to residentials), or in your graph your commute time is good (e.g. under 60 minutes or so). You have little congestion and good mass-transit. Despite this, your high-wealth zones are getting distressed.

    Explanation:
    When you right click a distressed building and the only factor there that's off is commute time, do not take that for gospel. In fact in many instances commute time is NOT the problem. Most people have problems with R$$$ dilapidation associated with long commute times. Actually what's happening is that there's an insufficient number of R$$/R$$$ jobs.

    Remember that everybody can't be millionaires. In a city with a certain number of jobs, only a fraction of them can go to the R$$$ sims. Think of it as a company with a CEO and division bosses (R$$$), typical office workers (R$$), and janitors (R$). What happens is that too many R$$$' s move in and cannot find jobs, then they move out, and cause high-wealth dilapidation.

    Solutions:
    1. Raise R$$$ taxes to reasonable levels - this will prevent excess high-wealth sims from moving in. Many people commit the mistake of dropping R$$$ taxes further to stimulate growth. This only worsens the problem.

    2. Build more high-wealth commercial and industrial high-tech jobs. Cs$, I-A, and I-D do NOT contain any high-wealth jobs. Note that even for a high-wealth commercial office, only 15% of the jobs are high wealth, while only 10% of Co$$ and I-HT jobs are high-wealth.

    In short: Raise R$$$ taxes, drop Co$$$/Co$$/I-HT taxes to stimulate growth. And don't believe the long commute Query all the time.

    Happy playing! 2.gif

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    Posted:
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    Hmm, I think Toroca over at SCC made a Job Distribution Mod that redistributes jobs in certain occupant levels - he made the R$$$ job level more like 40% on CO$$$, and so on.


    Nine degrees of separation??

    NAM Team member | NYBT Member | NHP Member

    Download the Network Addon Mod and its related components here.

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    Posted:
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    What I have anyways found strange and often wondered about is how the sims choose their work place.

    Why do sims choose to get jobs on the other side of the city when they could work across the street?

    Is there a modd to push sims into trying to get jobs closer to home I wonder?

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    Posted:
    Last Online: A long, long time ago... 
     

    I second what mrbarham has to say. I find it a constant problem where I can have a commericial section where there's like 300 jobs below max occupancy and a big neighborhood right nearby with a good mix of wealths, all with high living conditions and they still choose to travel across town (often over bridges since I like to do cities with rivers dividing the sections, kinda like Paris in real) to industrial jobs and then moan and groan about commute time. 

    How can this be changed??? Gahh!!! 

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    Posted:
    Last Online: A long, long time ago... 
     

    Please dont abuse smilies and punctuation. It looks ugly, no offense. But yes, the NAM is da commute bomb!

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    Posted:
    Last Online: A long, long time ago... 
     

    nam is really good for solving commute time problems, but to tell you the truth i miss the days when the transport guy would yell at me for not managing my transit systems well.

    its sad now that you can build a city with nothing but roads and it will hardly ever suffer congestion 15.gif  but the nam has got the up sides too so i guess it balances out.

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    Posted:
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    i dont know if its right here, but what the hell. i have 2 cities, A and B. i use the NAM and the job distrobution mod.

    City A has just 30k(more $$$ then $$ and almost none $) R, 15K C (mostly Co$$$ end Cs$$$) en some I, not much. its going great, making lots of money, now my advisors are telling me that their are not enough people in my city, i need more R. so i thouhgt, lets build a city next to it, with just R, nothing else. and city B was borne. it has now just over 9k people and also, mostly $$ and $$$. but now it come. i build a monorail between the citys, and BOEM. thing went wrong, wel, i think they did, now their are 5k sims moving from city A TO B to go to work..:S and there ar NO jobs in ciy B, only build a few C, will not be more than a 1k jobs..15.gif so, i thought i had not enough people working in city A, but then the all move out of city A..15.gif ?? i think it has something to do with the job distrobution mod..??

    damm, long story...4.gif

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    Posted:
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    indeed, they are. played several years now with both cities, and the 'problem' is still there, thats just to bad, i dont realy like this regional playing much, just wished there was 1 big city..9.gif would be a killer te load tho..3.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    Originally posted by: rickster471 i don't know what to say. Sometimes, Sims are just plain stupid.quote>

    Not sometimes; ALL the time.11.gif

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    Posted:
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    newyorkstate: Agreed, sims are stupid

    ProudElm: Hmmm, I wouldnt really like that, Im one of those people who like to get a huge amount of population, and for some cities, i cant get any higher and it just becomes lower. So i like the Region Play.

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