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Everything posted by dlo
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What's the deal with the population caps?
dlo replied to bowserchomp's topic in SimCity 4 General Discussion
That tree trick works with commercial as well and even with industrial. Beware though as you may get a building you hadn't intended (like high tech appearing in the midst of a dirty industry zone). -
It occasionally happens if the game is overloaded. It usually disappears on its own after a while though, so it should not be an issue.
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I guess this bridge leads into the underground...
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I noticed the same, and the STEX seems to give me corrupt files very commonly (I had to redownload a file four times because it was always corrupt).
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I love how the Sims crash into each other when there's a traffic jam.
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Connecting Two Cities seperated by water
dlo replied to FlatTax's topic in SimCity 4 General Discussion
You can also connect the two cities via subway. -
Q:Dilapidation, Comercial\Residential.
dlo replied to Traveller's topic in SimCity 4 General Discussion
I'm not an expert on game mechanics but I'll try to explain what I know: Dilapidation can occur for three reasons: * Low demand * Low desirability (i. e. crime) * commute time (obviously not applicable to commercial) CO$$$ dilapidates to CO$$ (giving more jobs in return), R$$$ dilapidates to R$$ or R$ (giving more residents, up to 20,000 per building). If the situation improves, the original wealth residents/jobs can reclaim the building. -
That's not possible. As a workaround, you could create a small island on the city border where you set up the neighbor connection.
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The passenger train station has a built-in parking lot, the monorail station doesn't. You should place parking garages next to the monorail stations, so the Sims can get to the monorail by car.
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Those Sims can't get the building construction right
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No idea what this is supposed to be...
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I could get my mayor rating to -100 after using the bug to plop 200 federal prisons in a row. Yet, no riots appeared.
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For planning highways, you should plan them before starting your city because building one in the middle of an established city is very hard to do. Use elevated highways unless you plan to use el-rail (they can't be dragged across elevated highways as far as I'm aware). Try to place them at major transit routes (it's hard to plan that in advance but you can just drag some highways seamlessly across the map and build along them).
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You only need enough schools/hospitals to cover the entire map, no matter what the advisors tell you. You only need to build additional ones if a school/hospital is overcrowded.
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To 1. At least for me, R
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In most cases, you shouldn't bother with the CS
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First, which seems obvious but is not, you need a city with full police, fire, education and health coverage. You'll probably need to download a larger hospital, I use the Giant Consolidated Hospital but you can choose anyone you like. Second, you need demand. It's best to first build a "normal" city on a medium tile, and build an industry town right next to it. For this industry town, zone 6x6, have some neighbor connections, full fire coverage (no need for police since you won't have any residents) and sufficient power and water. Build your normal town (without industry if possible) until the tile is filled up, then build the industry town until there's no more demand. After that, use a demand mod to push commercial demand to the maximum (I use my own but the ones on the STEX should also work) Third, obviously, use a large city tile. Zone a line grid of approximately 21x6 tiles each "field" (some people suggest 7x6 grids but I have problems with that), some highways, subway and rail network. Don't bother with roads and use avenues only (unless space demands it) Fourth, alternate between residental and commercial for each field. You can have some high-tech industry but don't go overboard. Get some residents up (since you have the CAM that won't be a problem), then zone 4x5 for residental (use CTRL), if you're lucky that'll get you a R
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I only really use highways on large maps, in which I draw them tic-tac-toe style. They're usually used only by the rich who can't find enough work in front of their door. Sometimes I also use them as a neighbor connection, especially if the existing one is badly congested. This is the only way I found to make Sims really use the highways, I even got one to be dark red in the congestion graph (10,000 cars).
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The seaport's sole purpose is to ship freight outside town. It will only be used if it's faster than a road or rail connection to a neighbor (which means the best place to build a seaport is in the center of a map). A city without seaport will not use the seaport of a neighboring city for the same reason.
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Originally posted by: Framling Any links to tables or sth showing how many Sims of a given "$" would work in a lot / lot type?quote> Copied and pasted from another thread: ____\_Jobs Provided Jobs_\R$___R$$__R$$$ CS$___100%_0%___0% CS$$__68%__27%__5% CS$$$_62%__30%__8% CO$$__40%__50%__10% CO$$$_20%__65%__15% IA____100%_0%___0% ID____100%_0%___0% IM____50%__45%__5% IH____10%__80%__10%
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This is actually a good question, since it has never been done due to technical restrictions.
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Originally posted by: hamish Or you could turn on the "draw paths" cheat on by downloading this (found in that thread somewhere) and see if the cars can actually make the turn.quote> Using that cheat, the interchange looks like this:
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When building this interchange my Sims get a no job zot as they cannot return to their home (same with U-Drive-It, the car disappears):
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I heard the Space Port cannot be unlocked the normal way due to a bug. If you still want it, you need to play the train U-Drive-It missions (check the UDI guide in the Omnibus for further information).
