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    catty-cb

    Roadless paradise, or paradise lost in SimCity 3000

    Contributor/author(s): Admiral Kyle

    Introduction

    Previously, in Anti-Slums, Layout, and Ma's Apple Pie, I discussed zoning and layout theory. In this, I shall discuss transportation theory. It's been hinted at, both in the SimCity 3000 (and Unlimited) manual and in the SC3K Unlimited Scenario Creator Tutorial that it is theoretically possible to create a 'Roadless Paradise,' or, a city relying entirely upon mass transportation. Is it possible, or is it a Paradise Lost?

    Subways - Aura

    Subways are one of the two possibilities for a Roadless Paradise, and, seemingly, the most aura-centered. After all, you don't see rusted-out cars or rotten railroad ties in your backyard. Instead you might see a simple, greenish-brown station leading deep underground. If the simulator was more accurate, people would not want to live directly above one, as it really shakes up the ground. However, if you place them only under roads, they realistically shouldn't give you too many problems.

    Subways - Cost

    And here's the killer. In a covered medium-size city which I built, with no roads, my yearly transportation budget topped 60,000 simoleons. In a medium city filled to the brim, at an 8% tax rate, this will ultimately spell disaster, especially considering you need stations every ten feet to be effective. And, as every city-dweller knows, 'artists' see the subway as the infinite canvas, putting their 'unique' form of art on any flat (or curved, or zigzagged, or...) surface, which equals huge cleanup costs, one of the biggest contributors to the 60,000 simoleon price tag. And, the huge number of trains and station attendants need to be paid, another huge price tag. Economically, subways are the highway to disaster.

    Railroad - Aura

    Speaking aura-wise, you may as well just skip this section right now if you love trains. NIMBY - Not In My BackYard, decides this. This is quite possibly one of the best simulations in the game, the fact that absolutely no Sim likes a railroad track criss-crossing their backyard. Let's face facts, they are noisy, they too make the ground quake, they smell, they generate huge amounts of heat, they attract the 'undesirable' element, and are an inherent safety hazard! And, to think, the road crossings in the game don't even have crossing guards. . .

    Railroads - Cost

    I have yet to construct a city utilizing only railroads, simply because I am fairly certain it won't work! If you can prove me wrong, go right ahead. However, lets assume that because no city maintains railroad cars, and there are no tunnels to paint weekly, the cost is only 30,000 simoleons for a medium-size city. Still, a huge chunk of a paycheck. Now, if you had minimal funds for every single other department, you might be able to pull a slight profit, but you still wouldn't have a high quality-of-life for your Sims, simply because other departments are getting their funds from the fountains in the parks. Also, their stations are huge, allotting a good portion of your city simply to railway stations. Looks like railways don't work either.

    The Alternative - Compromised Paradise

    Roads are not really such a bad thing, all things considered. Sure, railways and subways, when used exclusively, have a great positive effect on pollution, but roads don't produce much more than railways. A grid-planned city with a good bus station system, augmented by the other two forms of mass transport, has no traffic problems whatsoever.

    Conclusion - Down, Quick, and Dirty

    It seems that a hybrid system of all the modes of mass transportation is still the best for a large city. All three modes have one huge plus to them, roads cost less, railways produce less pollution, subways allow aura to take hold. Use what works for you, try to tackle the Roadless Paradise, and build up a big cash store. A big one.

    See also
    bullet_2pnt_text.gifAnti-Slums, layout, and ma's apple pie



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