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Discussion about Always-On Connection to Origin
sleeper7 replied to neurokirurgi's topic in SimCity (2013) General Discussion
My friend, you're doing it all wrong. I feel the same way about DRM that you do, and I haven't bought a game with DRM (Online, SecuROM, or similair disk protections) in probably at least 8 years (likely more than that). It's had no real affect on my gaming . . . I've bought close to 200 games in that time that have at most a Serial Number to type in as their only form of DRM (quite acceptable), and the vast majority don't even have the S/N requirement. How do I do it (I don't Pirate) ? GOG - well over 70 titles (at a discount no less) that I still have to play. Indie Bundles (DRM free ones) - well over a hundred titles here, and many are quite good. Indie Developers - there are some Indie Devs putting out some quality games DRM free (a few use the S/N). They don't have a large budget, so you don't hear about them, you have to go looking for them. For a couple examples of Indie Dev games you can look at Democracy 2, Legend of Grimrock (excellent game), Demise: Ascension (tons of gameplay), and Distant Worlds (plus expansions - a third one on the way). Are there AAA titles I'd like to pick up? Sure, but they're a DRM mess and I refuse to deal with them, and with over 200 DRM free games to play, I don't have to deal with them. You don't have to suffer, you just need to change the way you play the game . -
Anyone have the ratio for the number of jobs needed per resident?
sleeper7 replied to sleeper7's topic in SimCity 4 General Discussion
BTW, the worst R cap was 49% (I had added several more parks last night) and the worst C cap was still at 8%. Okay, I just completed my R zone experiment, and as expected it popped about a 2k building (R$$). It's still behaving oddly. I let it run for a while to stabilize everything, and across the board none of the demands even changed . . . . It'll pop on a new zone, but it won't expand an existing one . . . I just don't get it. On a 3 x 4 zone with over a 300k pop I should be getting more than 1.5k & 2k buildings, and apparently I've got enough jobs for well over 800k -
Anyone have the ratio for the number of jobs needed per resident?
sleeper7 replied to sleeper7's topic in SimCity 4 General Discussion
Okay, did a quick job inventory of the bordering cities and came up with the following: 88,xxx+ additional Industrial jobs (Manufacturing & Dirty) - with the 48,xxx in the main city = > 132,xxx Ind jobs. 120,xxx+ additional Com jobs - so with the 155,xxx in the main city = > 275,xxx Commercial jobs. So I have a total in excess of > 408,xxx jobs (didn't count farms and a few tiles farther out) serving a Region of 516,xxx. I should be getting messages on a shortage of workers, but I'm not. I'm still getting Office space needed . . . . I'm going to go zone a Residential area and verify that it grows as I expect. -
Anyone have the ratio for the number of jobs needed per resident?
sleeper7 replied to sleeper7's topic in SimCity 4 General Discussion
Region Pop is around 516,xxx. So (roughly) 2 Sims per job, I was thinking it was around 3 or more, but I just couldn't remember for sure. Just in this city (main one), I have 155,xxx C jobs, and 48,xxx I jobs - so I have over 200k jobs in just this one city, with a population around 311,xxx. The 200k jobs should be almost enough to support my whole Region then . . . if those were the only jobs I had. The one of the North Regions is pretty much all Dirty Industry, not sure right off how many jobs are supplied here. Two Regions West and two Regions East are pretty much low / low med density housing and contains all the C$ jobs for the whole Region - lots of jobs, don't know how many. The two Regions on the South border are all Manufacturing Industry jobs. Again, I'm not sure right now how many jobs are here. What really puzzles me is why all the jobs I've created haven't at least caused the Residential demand to increase? I guess I need to do a full Region job count when I get home this evening. -
Anyone have the ratio for the number of jobs needed per resident?
sleeper7 posted a topic in SimCity 4 General Discussion
I'm looking for how many jobs are needed to support residents. I've seen it on here before but haven't been able to find it. I've got a really odd game going. For the past week or so my population was holding almost rock steady at 310,2xx. Since then, I've added almost 10,000 jobs, several parks, and tons of trees. The new job dispersion has pretty much been all over the city, so it's not a concentration issue. On top of this, I've managed to decrease the Commute times and reduced Pollution. Traffic hasn't been a problem - tons of mass transit that is being very well used. Education is 198 +/- 1, and Life expectancy is 90. Here's the issue: After all the above improvements my residential population has only gone from a steady 310,2xx to fluctuating from 310,5xx to 311,2xx. Residential demand hasn't changed either. R$ is about 5,000, R$$ is 4,500, and R$$$ is 4,000. There are plenty of options for Residential growth all throughout the city, but nothing seems to want to pop up. I know if I zone a new Residential zone that it will develop, but I'm trying to get some higher density/size Residential buildings. I know there are lots of larger R buildings than what I have in this city. I've had much larger in 100k pop cities, but I'm just not getting them in this one. I can still grow C & I, but it's getting really slow as that demand is satified. The worst R cap is only at 50%, C is at 8%. I am having a hard time getting CO$$ to develop, even though the demand for it is sky high. I'm really puzzled that I can add 10k jobs and all the other improvements and I only get 300 to 1,000 residents. Something just doesn't seem quite right -
Originally posted by: RegisteringSucks Even goofy things like what size are the stations and stops? LIke the single family homes and the skyscrapers are they all 40x40? I know it sounds dumb, but how many people thought a single family home built to house 4 people would be the same size as an office building that looks like it could employ hundreds or even thousands of people or a luxury hotel? I never would have imagined that 6 months ago, but there it is. quote> Is this for real? That's not a game, it's a cartoon . . . .
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I'd check the following: Power? Water? Pollution? Crime? Traffic congestion? I agree with double checking the Commute times.
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Trees vs Parks - Pollution effectiveness
sleeper7 replied to sleeper7's topic in SimCity 4 General Discussion
Yes, I was referring to the standard trees. I'm using the NAM with "Better Path finding" as I'm running a city on a Large tile. -
Trees vs Parks - Pollution effectiveness
sleeper7 replied to sleeper7's topic in SimCity 4 General Discussion
Thanks everyone, these are the kind of answers I was l looking for - not necessarily what I wanted to hear, but the right answers I guess I'm going to have to find another solution than what I was planning though. -
Lately I've been wondering which is more effective at reducing Pollution. Is it better to place Parks or to plant Trees? Does anyone know how much Pollution a Tree will eliminate? I know the Park has other benefits (Cap busting and so forth) than just reducing Pollution. I have an area that is getting a bit polluted that I've blanketed with Trees, but there's Commerial development in the area that needs a "jumpstart" from the Park/Plaza effect. I'm worried that by replacing the Trees with a Park that I'll decrease the Pollution reducing effect. I guess the Search function on here has been disabled, because I can't pull anything up with it, or I else I would have tried researching that way I'd really like to know the answer to this if anyone's ever investigated it. Thanks.
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I'm a bit confused on this as well - the difference between the 10x speed & 10x commute. I've used the Better Pathfinding option for years. Recently I've been experimenting with a more open type city layout (pollution fighting & land value options) and I ran into an odd problem. I had a R$$ highrise pop up, and the No Job Zot just wouldn't go away. I had jobs, but apparently they were a bit too far away (new city design). To solve this without rebuilding my city I thought I could use the 10x commute to get them to look farther. I installed the plugin, started up SC and zoned the location where the R$$ would pop and waited. I looked at the other R buildings and sure enough, commutes had gone to short. When the R$$ popped up it was initially labeled short but quickly went to long and then abandonment. This morning I tried the 10x commute & 10x speed and the same thing happened. This time though a CO$$$ popped up a couple months later (1300+ jobs). The CO$$$ filled up to about 1100 - 1200 employed, but none of them were the R$$ that was still at NJZ. The distance between the CO$$$ and R$$ was about 25 tiles, or 2-3 blocks. I let this run for a long time, but now a R$ highrise next to the R$$ highrise started flipping the NJZ. My demand is for R is still quite high, I is neutral, C$$ is high and C$$$ is neutral. Pop is 93k+ and traffic isn't an issue. I really thought the 10x commute would allow the R's to look a bit farther out for jobs, but it doesn't seem to be. I've gone through the notes that come with NAM, but I'm still not sure what the difference is between the speed and commute mods. It would seem they do the pretty much the same thing. Am I missing something here, or does the 10x commute not do what I'm thinking it does?
