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KLB

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About KLB

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  1. Modern SubwayBus Station

    Overall I would recommend this mod, just be aware of the increased electrical demand and the issue with bus ridership declining.
  2. Modern SubwayBus Station

    Issue 2 cont) I don't know if the drop in bus ridership was caused by a bug in this mod or if it is because when all else is equal, Sims prefer to take the subway over buses. Either way this is something that users should be aware of.
  3. Modern SubwayBus Station

    Issue 2 cont) When I replaced a bus/subway stop pair with this combined stop it was placed in the position of the bus stops so that it was touching an intersection. cont....
  4. Modern SubwayBus Station

    Issue 2) When I replaced all of my bus and subway stops with this combined stop, bus traffic dropped to almost non-existent. In my cities I place bus stops at intersections & subway stops right next to the bus stops. Cont
  5. Modern SubwayBus Station

    Issue 1 Cont). The increased electrical demand may or may not be a bug, but users should be aware that when doing a mass replacement of transit stops they also need to budget for building another power plant to handle the increased electrical demand.
  6. Modern SubwayBus Station

    Issue 1) When I replace all of my bus & subway stop pairs (over 50 in all) with these combined stops electrical demand went up by almost 5,000 units and I had to build a new power plant even though no other changes had been made & the game was paused. cont..
  7. Modern SubwayBus Station

    Due to a quirk in the comment form for mods I will have to post my comment in regards to two issues I have found in a series of posts that follow this post.
  8. I love these seaports! It really helps the realism to be able to actually connect rail lines and roads to the seaport. Having a separate freight yard for rail freight seemed really stupid, and this mod fixes that. It also looks much cooler than the standard seaport.
  9. Electronic Toll Booth

    I love this mod, its very nicely done and reflects the use of RFID transponders we are seeing in real life. My only wish is that it would use one section of road length instead of two.
  10. Thanks, I like being above to put a modern locomotive on my freight trains I think this looks better in my cities.
  11. Freight Station Mod

    This is the way freight terminals should have behaved to begin with. After all, factories need to be able to bring in raw materials, not just ship out finished goods. Now there just needs to be a mode that requires factories to import raw materials, not just ship out finished goods. I'd also like to find a modified seaport that accepted freight trains directly.
  12. Critical Disk Maintenance Items

    As a follow up to this post I spent a lot of effort defraging my C drive, which houses my primary SimCity Application files, and this tremendously speeded up SimCity (My region and plugin files are stored on a different drive)
  13. Regional Interaction

    I have several cities where there are subway routes that are over crowded with sims passing through the city on their way to another city. In fact in one case sims from an island city come in by ferry to the "pass through" city, then catch a subway and continue on to a larger city on the other side of the "pass through" city. There was so much pass through traffic that several of my ferry terminals had greatly exceeded capacity as had my subway lines. I finally had to double and triple up ferry terminals and create parallel "express" subway lines that only had a subway station at a ferry terminal and then exited the other side of my city. I was literally having traffic volumes in excess of 30,000 pedestrians coming into a single ferry terminal and then catching the subway "express" subway lines to the next city. I used to have a lot of problems in some cities with roads becoming congested with this pass through traffic until I started erecting tollbooths on all border roads in all of my cities. If a specific border road is getting "thrashed" by pass through traffic I will often times build multiple back to back tollbooths to make the route more expensive to use as a pass through route.
  14. Question about taxes

    I suspect, but have no proof that SimCity is programmed with some kind of curve for the affect tax rates have on demand. At both ends of the scale there are (or at least should be) points of diminishing returns. For me the sweet spot for CS zones seems to be around 9%-9.5%. For CO zones I will start off at around 9% - 10% while I'm desperate for tax revenues, but will eventually drop to around 5.5%. I've have found very little change in demand for CO tax rates below 5%. In the beginning of a city I will keep residential tax rates around 10% and then as a city becomes stronger I will slowly lower these rates to around 7.5% - 8.5%. With industry I run HT at around 9%-9.5%, anything higher will drive high tech away really fast. I run manufacturing at around 10%. I will sometimes drop manufacturing tax rates to around 9.5% if I need to spur development. Like others, I used to run dirty industry at around 20% to keep them out, but I've discovered dirty industry actually seems to have a higher job density than other industry types. One of my small grid cities actually maxed out at around 36,000 sims under a super clean high tech only industry mix. As an experiment I raised the HT tax rate to 14% and lowered the dirty industry tax rate to 9%. There was a few years of turbulence as the city shifted from a high wealth population to having more lower wealth sims, but the population did break the 36,000 sim barrier and climbed to over 50,000 sims although it was a very dirty and polluted city. I have now started to try and encourage a better mix of industries in my cities.
  15. Critical Disk Maintenance Items

    Thanks for the advice. This never occurred to me as the cause of some of my performance issues.
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