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5 GoodAbout MasterN
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After all these past years I finally found out where my cities failed. What I'm doing now is testing what it's like with a huge city and this demand problem was up until now the only mayor problem (hopefully there won't be any more...) As a sideeffect I get cash. So once all city tiles are fully developed, I'll just raze it and start my proper game with a couple more funds (yes, there are cheats for that, but to me it's killing two birds with one stone). Maximum profit I had so far was 180k/month in a stable state for about 25 years...
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That's not what I meant, I was just astonished at the fact, that I didn't think of that. You never made a really long ass (donkey ) post until you had to split it into several post because of the posting-character limit... Which happened to me at codemasters forum. character limit was 20k, and I had about 44k to say ^^ edit: It looks like I won't get around fixing that bug. Making structures historical works fine, but not on the required scale. When you zone high density, the size of the building is dictated by the demand, and not every single one is stage 8. Thus most buildings do not yet "deserve" the historical tag, and if I were to issue it, it would restrict further growth.
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Please delete this post!
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whoo... thanks man... I didn't think of using historical setting in this fashion, but it sounds like it'll work. After counting the amount of residents and jobs in my region, the reason for the no job zods was apparent. The algorithm couldn't find any jobs in a 2.5h traveling radius, because there just weren't any and blamed it on commute time. my network is fine...^^ I use the "High" option for the traffic capacities, good enough even at stage 8. I'll try this in my next city, and keep you up to date on the progress.
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ok, perhaps I need to clear it up a little better. I'm talking about a large city tile with a residential population of about 400000 citizens. Age of the city itself is about 80 years. Education regionwide is at this time >160. Over 90% of the available surface is zoned, otherwise occupied or not usable for building(steep slopes or water.) This is not a problem of early development. If I set the taxes too low, I get like 150000 additional R§§§ on the map which won't find work there or anywhere else. I would consider it more a bugfix than a mod, if the R§§§ demand would be put into line with the other demands. What you probably need is the And I would greatly appreciate it if you would stop hijacking this thread. If you have additional questions please consult a FAQ or open your own threads.
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I don't know if this has been resolved or not. It has been a couple of months without activity. Just in case it hasn't... You hit an important point there cogeo... I am presently fooling around on large city tiles, and one thing I noticed was, that with a big population a big demand wall opens up. My region contains about 2mio citizens. For this demand wall not to affact me too badly I just have to constantly lower the taxes. @djfiocco2. Try lowering the taxes. Firstly R§§§. lower it in 0.2% increments. always let it run for a couple of months. If there is no change after them being lowered below 7%, then I'd assume that the problem lies elsewhere.
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btt... @home now. And yes, I installed it. while there are mods like they feel too much like a cheat... although they fix the problem(sort of).. I can't find any mod, that fixes the original problem of over-demand for R$$$. Does anybody know of one?
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I'm not at home atm. Most likely I have, but even if not. The amount of high wealth residends is triple the maximum possible job capacity...
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Thank you for your reply. You're not entirely off, but that's not exactly what I meant. Quote from a simphony.net FAQ (showed up first on google...) "Co$$$ is the single-best employer for R$$$ sims in the entire game, and in Co$$$, a mere 15% of the jobs provided are for R$$$ sims. So that means even in the huge Co$$$ skyscrapers, there are not many R$$$ jobs. If a Co$$$ building has 5,000 total jobs, only 750 of those are for R$$$ sims. The other 4,250 go to R$$ and R$ sims. For Co$$ and IHT, the figure drops even further. These types of employer only provide 10% of their total jobs to R$$$. The only other significant R$$$ employer is Cs$$$, which provides a mere 8% of its jobs to R$$$ sims. Now, this alone doesn't cause the problem that R$$$ buildings seem to have. One would think that when there were no more jobs, demand for R$$$ would stop, right? Wrong. The demand simulator in the game was set up, either accidentally or deliberately, to create more R$$$ demand than the employers are capable of providing jobs for. This causes R$$$ to "overbuild," far exceeding the ability of the city's employers to provide for them. When a new R$$$ building goes up, and its residents find that they can't get a job, the building abandons. This compounds the problem though, because when the building abandons, demand for R$$$ spikes back up, usually causing the construction of a similarly-sized R$$$ structure elsewhere in the city. It too then abandons for lack of jobs. It's a vicious cycle." I am well aware of the problem high wealth residential demand causes and I'm trying to compensate it with proper taxation, but I can't adjust the taxes precisely enough to get the desired effect. The example I gave was from my most recent city. 8.7% means overgrowth, 8.8% and they're all running away. I took the time to count all seperate entities in my current region and there are about 310k high wealth residents, but only jobs for about 120k. The thing I don't undestand beyond that is, if the demand for high wealth residents drops too low, the commercial and industrial sector are affected massively as well.
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Hi guys, how are you doing? I've recently started playing again, and for a change my cities are working out much better than usual. Tweaked a bit here and there with NAMs settings and stuff is moving in quite well. A little problem arose fairly recently and I can't figure out a way to fix it. I have great difficulty controlling, and more or less understanding, my demand. To prevent dilapidation of high wealth residential buildings I increase their taxes accordingly. And everything works fine until I reached about 500k regional population. At first my general demand stagnated, as it always has (not cap related...), and this time I figured out that lowering the taxes helps very well ^^. The problem that arose after reaching a higher regional population is, that high wealth residents keep moving in uncontrolably at, let's say 8.7% taxing, while abandoning their facilities with a -6000 demand at 8.8% and after a while I get a massive demand hit and all C$$, C$$$, IM and IHT drops well below -4000. It may be, that my region is generally lacking R$$$ residents, but I only play on large maps and travel time becomes a massive issue whenever I allow them to accumulate above 100k per city. What am I misunderstanding here? The no work icons appear faster that the buildings are being build.
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motokloss MS PKP Warsaw Station Halt (Warszawa Powisle)
MasterN commented on moto.kloss's file in SimCityPolska Files
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Do you think Maxis will acknowledge the discontent from the community?
MasterN replied to William Gates's topic in SimCity (2013) General Discussion
It's great to hear the dissatisfaction of the users, if the game isn't worth anything. but one thing is clear. no matter how bad the game actually is, it'll sell in a bigger quantity, than it deserves. best advice in this case is: wait for a trustworthy review, and if neccessary: don't buy, don't play! if they're going to go bust, let them. the chances are higher, that a unknown team picks up a followup game(to SC4) with a better plan than maxis. -
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