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Jerimiah

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About Jerimiah

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    Freshman
  1. Maximizing Residential Population

    I really like these screen shots. A great mix of gridding and variety. I have to say though, if you are going for high density populations you waste a lot of space with so many roads. You will have to sacrifice the beauty of them for more housing if you want to hit the high numbers.
  2. Big Cities - Small Zones

    Alright. After spending 15 minutes snapping random shots, 2 hours fixing them up, we finally have something to look at. I don't like how my screen capture blurs the images even in a straight BMP dump so I've used Paint Shop to sharpen them a bit. First the various graphs: An expanded Budget view: The total list of ordinances in effect. Note: The list is normally scrolled in game. I simply tacked the bottom of the list to the top. The bottom status bar. You can see here it took 153 years to reach 1 million citizens. It can probably done quicker but an important part of growing a successful city is time and patience. And not to forget, some random shots: And now to address the questions. No rails, no subways, no highways. Anywhere. The only mass transit system in place are Bus Stups. The only roads in use are Avenues. As far as commercial zones are concerned, or industry for that matter, as long as you keep commute times down below 2 hours and keep a steady supply of Com and Ind zones available for tenants, there is no problem. The basic city block looks like this at the beginning: Hold the control key while painting the zones to extend them beyond the current demand in that area. Here's what the block ends up being after some years of ugrading to larger housing. You may find that you want to force the zones to ugrade faster. Simply de-zone the small zones and replace with a completed 4x4. A word of caution about doing this too early. If there is no demand for high rise apartments the zone will sit empty until such time. If you replace too many zones too quickly you'll drive people out of the city and they won't return. Usually I give a particular area 20-30 years of natural development before considering any forced zone size increases. Here is a final view of the 4x4 zones inside the city block. You can see here where the Bus Stop is located. It is the same in every block. The highlighted yellow area is for entertainment. At first I start with a med park. Slowly through the years I add other features such as tennis courts, basketball courts, gazebos, small parks, grassy areas with trees, ect. You should play with it and see what works best for the class of citizen you want to attract. You might even try adding in subways here. Commercial zones are setup the same way. No bus stops though. Instead I use large plazas in the top right corner. Later on you can add more small plazas for other smaller features or a combination of sizes for esthetic value. That about wraps it up I do believe. I hope you enjoy. I'll get around to playing this one some more eventually and I'll add new images as I can.
  3. Big Cities - Small Zones

    At first I wasn't sure if anybody was interested in this type of setup. That being the challenge of high density areas. I put Townsville on hold waiting for any replies. My apologies for being so late to respond, life has been quite, hectic. Ultimately I will continue this city to see how far I can take it. When I started the goal was 4 million people in a large tile. I reasoned if I could obtain 1 mil in a small fraction of the area, 4 mil would only be a matter of expanded logistics. I will be more than happy to snap some close-up shots. Anything in particular you'd like to see? Jerimiah
  4. Big Cities - Small Zones

    Hello everybody. Jerimiah Pendergraff here. Although I'm fairly new to ST I've been playing Sim City since the beginning. Over the past few months I've been browsing the forums and one conecpt in particular really caught my attention. frndofyaweh has done a spectacular job of exploring the world of grids within Sim City. I applaud your efforts and achievements. Then there is CautionNYC's developments. Unfortunately the images are not available so it's difficult to verify how large the population became. So, since grids are my forte, I offer my work for consideration. Townsville is the only tile with resdential population. The neighboring tiles are industrial. Current Statistics: Population: 1,015,178 Res Zone Density: 30 residential blocks each containing three 4x4 housing buildings A large tile consists of 65,536 square units of area. (256x256) One 4x4 condo = 16 square units Three 4x4's = 48 square units 30 blocks of 48 square units = 1,440 square units of residential home area 1,440 is 2.197% of the total area (65,536) available 1,015,178 people occupying 1,440 sqaure units results in 704.9 people per square unit A quick view of the zone map shows: At no point during the simulation of this metropolis were any cheats, mods, plugins or exploits used. This is partly because I couldn't download them if I wanted to (I've tried to download a few of the buildings, the microwave generator for example, and nothing works) but also because it's really not that hard to grow a large population city. Keeping it profitable can be tricky but with patience and proper planning, nothing is impossible. Total time to grow the city was 38 hours over 4 weeks. Yes, the city is profitable. At the moment Townsville nets almost 5k a month. And now I leave it to you for your thoughts and comments. If there is enough interest I can give a rundown of how the city was built or CJ it from start to this point again.
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