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ck07

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About ck07

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  1. Thanks. I installed NAM earlier today (yesterday), and took all the defaults. Do you know whether there is a way to query what I chose for this option short of uninstalling and re-installing NAM?
  2. building surface rail to supplement my transport but don;t know how many stations to place/how far apart?
  3. Thanks. That intersection was the problem I was trying to solve. The bend+road problem was just a mistake on my part. As you point out, there is no such problem. I understood you re extra costs for road connections. What feels weird is that this happens even when you are extending a straight road with no intersection in sight. Happens with pipes too. It appears that the connection cost, whether for an intersection or extending a straight, is around 3.5x-4x the per tile cost.
  4. CaptCity, Thanks--your picture shows exactly what I have tried to create. The bend at the top I can create by, as you say, extending the 2w road one extra space so that when the 1w is added the program thinks it is an intersection. I cannot duplicate the other two intersections--didn't follow how you did it. Re connections, my concern is re straight roads/streets. Whenever I extend an existing road, I pay double for the 1st tile of the extension. Is this just a "feature?" Unrelated Q: does EVERYTHING have to have road access? In SC3 the most valuable buildings were all 3x3 and could only be built on corners, so I routinely used 7x7, 8x8, or 9x9 grids--to allow spots for bus or subway stations, etc. --and filled the unused interiors with parks. I've been doing that in SC4 too but I can't tell whether parks w/out road access "count" for making Sims happy. Unlike schools, etc., they don't show radii of effect .....
  5. I can connect these if I draw one of them across the other in a 3-way or 4-way intersection. But I have places where I simply want to connect at right angles--i.e., road runs N/S to a point where a 1w begins, running W. Or it is a 3-way or 4-way but some of the connections are streets. E.g., a 2w runs to place where it crosses a street. From there I want the road 1w. Can't do that either. Help? I notice that the game charges double whenever you connect streets/roads. E.g., 10 sections of road for $100. That done I want to extend it one space--$20. Any work-arounds for this?
  6. Great--these were the things I needed to know. (I meant the color, and you're right--it took years to make a difference.) Thanks also to locolobo.
  7. Thanks re farms. Since building size appears unrelated to farm size, maybe I should build them all small. VERY few jobs compared w/medium I. Just not intended to be decent for revenue? Nextr trouble is education and health. I have schools and clinics funded > capacity, houses now say education and health are high, but the educ and health "auras" (to use the SC3 word) are completely unchanged. Something I'm doing wrong, bug, ....? A few medium-wealth R have developed, some of which say "no job." Can I assume that this is because I have no I-M or I-HT yet and will take care of itself with decent education?
  8. Thanks re farms. The number of jobs is tiny compared to medium industrial. Are they just not intended to be a way to gain decent revenue? There seems to be no correlation between farm size and building size; maybe I should build them all small. I've built schools and clinics. They are funded to capacity > usage, but there is no change at all in either education or health "auras," to use the SC3 word. Is this a bug, or am I doing something wrong, or? My industrial zones all say "long freight distance." Do I need a railroad w/freight station? Where do I put the other end--in residential? With a freight station?
  9. Ah, I see that R can face road if no other choice; it seems to prefer streets, though. Thanks on tip re not zoning. Having trouble with farms too, Zoned some of various sizes with roads or streets on 1-4 sides. All blocks have a building now. But some of them say "orange trees," some say "zoned land" and show plowed furrows, and some say "zoned land" just brown. Always all same in each "block." I have impression it matters b/c farm with oranges has most jobs and ones with brown land have least. How do I get the farmers to plant something? Is there an optimal farm size? Thanks.
  10. I'm having trouble getting low-density R lots to face the right way; I keep winding up with quite a few that don't face anything. Also having trouble getting streets to line up. If I zone R on both sides of a road, the street placement is often different. Is it true that R must face streets but that C and I do not have to? For a city starting from scratch, should I prefer the R lots to be 1x1, 1x2, or 1x3? Finally, when I click and drag to zone but then change my mind, I can't find a way to release the mouse button without zoning at least one square. Is it possible to avoid this?
  11. Bad news. In SC3 a good way to fund early growth was to sell something to a neighbor. Is it possible to manage two cities simultaneously, or does once have to trade with a saved snapshot of the other? If there a mod that will do SC3-style auto-development of neighbors?
  12. Played SimCity, 2, 3 to death. Just got 4 w/Rush Hour. Q: Will connections to neighbors generate "neighbor deal" offers as in SC3, or only if I also develop that city?
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