Sandboxing Trinity Point
I decided to make Trinity Point my casino city, it originally made sense since it had 2 entrances from the highway, a rail track, and plenty of spots for a ferry/cruise port. Only thing that was a letdown was the layout of the map, it was way too circular which meant making a circular city. Problem with circles is that buildings don't adjust well to circles and much of the land is wasted.
From what I learned about casinos is that there's many things that result in their success and failures:
- Placement by transport
- Placement by tourist attractions
- Design based on tourist visitations and stay overs
- No nearby commercial lots (especially hotels)
- Population and wealth of residents
- Traffic density leading to and around the tourist areas
Because of the land layout even with almost every residential lot being a *high wealth high-rise I was only capable of getting 55k population, which is far too small to support a casino city. Commercial buildings are good for attracting tourists, however you need to keep on top of them and blow up the hotels that appear. From what I noticed high wealth commercial buildings are more likely to become hotels, or they could be being influenced by nearby tourist attractions. Best thing to do is keep them away from the casinos altogether, you don't want them distracting your tourists, or if you got a supporting city with jobs and commercial lots you might get away with having no commercial lots at all. I'm testing to see if a city will cope without any commercial or industrial lots. I noticed tourists saying they got bored and leaving the city, I'm doing some observations to see whether it's traffic congestion stopping them from getting to the traps or if the lack of commercial lots is why they're leaving.
Positioning of the casinos, tourist attractions, and types of transport is very important also. For example the Sydney Opera House greatly attracts high wealth tourists, so placing a nearby casino that has accommodation and entertainment suitable for high wealth tourists makes more sense than placing a nearby casino that only accommodates and entertains low wealth tourists. At the same time you want to place those buildings close to the ferry with a cruise port since high wealth tourists are more likely to arrive by cruise than by bus or train. This is what I observed from tourists:
- High wealth tourists usually come by cruise or car
- Mid wealth tourists usually come by cruise, train or bus
- Low wealth tourists usually come by train, bus or car
Design of the casinos makes a difference. Watch who enters and try to accommodate for their needs. If you got lots of mid-wealth tourists entering then try plopping some mid-wealth attractions and rooms. You may have to bulldoze and rebuild casino modules regularly until you get a good balance.
- Normal casinos have modules that attract low and medium wealth tourists
- Sci-fi casinos have modules that attract low and medium wealth tourists
- Sleek casinos have modules that attract low, medium and high wealth tourists
- Elegant casinos have modules that attract medium and high wealth tourists
Ideally you would want your sci-fi casinos to mostly attract medium wealth since these are pretty expensive to run, and your sleek and elegant casinos need to try to aim towards high wealth for the same reason. The sleek casino can only accommodate so many high wealth tourists since you are required to plant at least a low or medium wealth room in order to plant a high wealth room, the same goes for the sci-fi casino which can only accommodate so many mid-wealth tourists. However the elegant casino is capable of hosting lots of high wealth tourists, so you need to make this very attractive for high wealth tourists to stop by. The Sidney Opera House and the Statue of Liberty makes a good trap for high wealth tourists, and having a cruise port nearby is also a good idea so that high wealth tourists coming off the cruise go straight for the opera house and then to the casino when finished.
Your population of residents is just as important as everything else. If your town is a low wealth town with barely a handful of residents then they themselves won't be visiting the casinos, so make sure they're happy, being paid well, and plentiful.
In the end my casino test city is proving a bit of a failure even with close to 22k tourists. It's all trial and error on making sure I'm profiting from both the casinos and the tourist attractions, which means a lot of bulldozing and repositioning, which in Trinity Point is not that easy. I need a bigger map, one that isn't circular at least. Trinity Point isn't big enough to support the massive tourist traps on top of the residents. I may go back to Clearwater and try to get things rolling there again.
*One of the dangers of having nothing but high wealth residents is that any of the grotty jobs get looked over such as sewage treatment, water treatment, garbage disposal. They may be miserable but you need to have mixed numbers of different wealth type residents with just enough low wealth to operate all the dirty jobs and enough high wealth to run the shops and big businesses, leaving the majority as mid-wealth for factories and pokey little shops that didn't quite make the high wealth spots.


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