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The Trade Port is not a Seaport. It does not ship by sea. It's basically a bigger version of the trade depot. You need to upgrade your Trade HQ to unlock it. Once unlocked, build it next to water/rail (not but too near them). The Trade Port comes with multi addons, mostly having to do with what type of items can be stored, but there are two addons that deal with rail and sea shipment. You need to hook the sea one up on the coast and the rail one onto of a railroad. How freight works in this game: Freight is basically items produced by industry. Freight needs to be shipped to a Trade Depot, a Trade Port, or commercial buildings. If your commercial buildings are very far from your industry it helps to build a Trade Depot or Trade Port nearby to accept freight. Your freight shipment per hour is limited by how many trucks you have at the Trade Depot/Port, your traffic, and whether you have a seaport or a rail station attached. The Depot/Port will ship to either global market, commercial buildings, or neighbors. If you have a lot of traffic, escpically at the entrance to your city you might not be able to ship fast enough. If your trucks is busying hauling ore/coal/or whatever else, your freight shipping rate might also not be fast enough.
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Is it possible to build a self sustaining high wealth city of 300k people?
Zades replied to MOWS 4 U's topic in SimCity (2013) General Discussion
Yes it is possible and rather quite easy. That is, if all you are aiming for is the high population. Don't build commercial. Don't build industry. Just build resedential. Fill it with parks. Fill it with some services to keep sims happy. And...that's pretty much all you need. Let me explain how this works. There is a massive core game deisgn flaw in SimCity: commercial and industry is actually not required. The parks will function as some sort of job for the Sims (at least that is the current theory) but the Sims don't actually commute to the Parks, making you completely traffic free! Better yet since crimes are broken, building a resedential only city will ensure you are completely crime-free yet filled with a infinite amount of criminals! You see, criminals only commit crime on commercial and industrial buildings, building a city without those garuentees that your crimials will just wonder around and not do anything! -
Time to update the statistics in the region.
Zades replied to MarcFlower's topic in SimCity (2013) General Discussion
Let me quote what I wrote eariler in another thread, just replace 'Great Works' with [insert thing I want one city to see that comes from another city]: -
Time to update the statistics in the region.
Zades replied to MarcFlower's topic in SimCity (2013) General Discussion
As far as I know that won't work. The way they have the servers set up is at set intervals the server will send regional data to the client to be updated. If you quit your city, the server will simply save your city, but won't update it with regards to regional information. You have to sit and just wait until the server updates your city. -
Time to update the statistics in the region.
Zades replied to MarcFlower's topic in SimCity (2013) General Discussion
Nope. Nothing can speed it up. Blame EA. Just sit and wait. -
Failure: 0Money,Negative Money flow,Frozen time->CANNOT SEND MONEY TO THE CITY!
Zades replied to stevendshen's topic in SimCity (2013) General Discussion
Go to another city, transfer money over. Wait for the transfer to finish in that city. Now hop to your frozen city and start a disaster. Time should continue for the duration of the disaster. -
SimCity Update: Straight Answers from Lucy
Zades replied to Districtopia's topic in SimCity (2013) General Discussion
Reviews are subject by nature. A reviewer can say "I like this feature x" That statement is subject. Or things like "I think ...", "I feel ...", or whatever else. Those are all subjective opinions. Sure there might be some objective facts like "Doing this thing leads to that other thing happening" but the conclusion from that fact, such as "which I think is neat" is subjective. I cannot think of a situation where something a reviewer praise or denounce can be objective. I may be wrong, in which case you are free to correct me and show me a situation that is not so. You realize most of the reviews during press beta gave the game rather high scores right? With the caveat that they did warn users that they cannot guarantee the same play experience due to it's online nature. Scores were lowered after it was discovered that indeed, launch week sucks. With regards to the temporary nature, the servers themselves are temporary. Very few game companies keep their servers up for a long time for games (Blizzard Entertainment being one of them), EA is not one of them. EA is known for taking down their game servers a year or two down the line. Does that mean since the state of the playable game currently is temporary, we have to wait for reviewers to rate the game after EA took down the server? At which point the score would be 0 since it can't be played at all. At what point do you draw the line? At what point should reviewers review the game. Sure reviews are persistent but does that mean that reviewers have to constantly go back and update their reviews? I think not. Reviewers should judge on a personal level on what they think the players and the viewers what to see, they should review it as such. Each reviewer has different primary audiences, different personalities, and different approaches. As such they should all judge what to review, at what state, by themselves. MMORPG reviewers don't post reviews on day one because generally MMOs are too big and too massive to explore all the content within the first day. Escpically since a lot of the more exciting content are at end game and with a group of people no less. Did you just say SimCity is akin to a MMORPG in structure and server dependency? Really? It is not. The structure is more akin to that of a single player game with a chat client on the side that constantly updates chats from a server, where the company insists that the entire game has a lot of multiplayer components despite only the chat program requiring the connection. I can elaborate on the design and how my conclusion came to be if you want. You also seems to be under the impression that the rage and anger is only from the server problems. It's not. As I've said before, the game itself have major flaws, bugs, and problems that make people wonder why this game got released. If you do not know these problems I can list some of them for you as well as link to threads and discussions that involve these problems. It's not only limited to the server, and indeed most of the server issues are behind us. Right now it's the core game under scrutiny, and it's not faring well. -
SimCity Update: Straight Answers from Lucy
Zades replied to Districtopia's topic in SimCity (2013) General Discussion
Reviews are reviews. They are subjective. The reviewers job is to give an impression of the game so that other people can decided if they want to buy it or not. Whatever is written in a review completely depends on the reviewer. One reviewer might rate one part of the game higher than another and let that part have more weight, another reviewer might not. You said these temporal circumstances are 'ridiculous'. I disagree, so does many players as well as many reviewers. You can't really ask reviewers to change score whenever something in a game changes. Reviews should reflect the state of the game when the review is made, not the most current state of the game. And yes I would agree that many reviewers have been pulled by the rage and have changed the scores. To be fair a lot of the reviews did only rate the game before launch and before users discover all the bugs and problems in the game that the reviewers did not. After finding out the problems they decided to lower the score. Yes they changed it. Yes EA might fix it, than again so can any company with any game. Does this mean that all review scores should be withheld until a company says 'ok we won't make changes anymore, go ahead'. No, the review should reflect the current state of the game since when reviewers do get to review something it's usually when a company deemed it quality enough for reviewing or is already out in the hands of the consumers. If at the point it is still nigh-unplayable, there's serious problems with the game or the company that released the game and the reviewer should warn the players about it. I personally like playing games than deciding for myself. SimCity itself had potential to be great, still does in fact. But it's being gimped by so many bugs and problems that made me sad. I always think of how the game could have been, instead of how it currently is. Yes, it is playable. Yes, it is enjoyable. Yes, it still is addicting. But if you realize the bugs and design flaws and the problems with some basic mechanics to the game, you have to stop and wonder, is this truly a finished product? Did Maxis and EA truly wanted this released in this state? When ratings across multiple sites are bad. When the amazon reviews are all mostly bad, including the hilarious 5 star troll ones. You have to stop and wonder about it. This also isn't the first time this has happened, look at Spore, look at Diablo III. All had high exceptations. All ruined by coporate decisions and game design decisions. There is a point when it really is the companies fault and not just because the users are selfish. TL;DR - The rage and anger behind SimCity is, for the most part, the fault of EA and Maxis. -
There are?
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Questions about utilities (and utilities trading) and resource trading
Zades replied to Mike SC4's topic in SimCity (2013) General Discussion
Check your traffic. In order for the trade depot to sell to the global market it needs to exit your city and exit the region and come back. In you have heavy traffic the trucks will most likely be stuck in traffic and therefor unable to sell your goods. This is why a trade port with either a seaport or a freight rail addon is a lot better than just a depot, as those are guaranteed to sell at set intervals. -
1.4million visitors / 170k real visitors (at least that's what I think it is)
Zades replied to Zades's topic in SimCity (2013) General Discussion
I'm actually not quite sure myself. I started the city not intending to house a lot of population or visitors. The idea was to build a production chain from importing oil,ore, and coal to exporting computers and TVs. Which worked and netted me a ton of profit. After suffering through three nuclear meltdowns, my Sims are still rather happy in my city and now lives in radioactivity without a care in a world. How odd. Later I funded the Arcology mostly completely by myself and fueled it by myself. I think that's when my visitor count started to spike up considerably. I think the sheer amount of jobs from the reactor and all the specialization buildings attracted people from the region and the Arcology as well as shopper. Same with my eduction. I have 2 high schools that teaches around 3k students a day, although it's dropping fast (and going to my university instead?). I think having a road network that doesn't get jammed as much going in and out of the city also helps a great deal (although now I'm approaching 1.6m / 200k real visitors it's starting to jam the intercity roads). -
Is it just me or is Great Work construction completely borked?
Zades replied to A_S00's topic in SimCity (2013) General Discussion
It has to do with how EA's servers process SimCity data. You see, despite all their claims that this is a multi-player game, The core game itself is single player. That means that each city is in essence, a contained environment, unaffected by other cities or the region itself. The illusion of online play comes from the regions. The regional data is stored on the server. From what I understand, at set intervals, most likely somewhere in the realm of minutes, the server will sync with all the cities in the region. This illusion holds up pretty well until everyone wants to collaborate on building something like a great work (or one person building it alone). If one city starts a great work the other cities might not yet registered it. And if the other cities are offline they won't register it until they are played again. So if you happen to fuel a great work's resources with one city and than hop to another city, it will not have been built yet. You have to wait an indeterminate amount of time until EA's server deiced to update your city regarding the status of the great work. This applies to ALL stages of the great work, including power and water. To make matters worse, even if you are connected and are updated, the great work's status itself does not update until the end of the day, meaning that for players who do not understand these mechanics to constantly hop between cities and missing out on the update timer, making the status of the great work inconsistent across all cities. In regards to fueling the great work with water and power. First check that you do have enough power and water combined between all your cities that are connected to the great work. Then just sit in one city until EA's server feels like updating the city, than move to another city and repeat. If you do this, all your cities will sooner or later be updated with the great work's new build status. Oh and pray that EA's server doesn't feel like crashing or not saving your progress because than you need to wait in each city again.- 8 Replies
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Questions about utilities (and utilities trading) and resource trading
Zades replied to Mike SC4's topic in SimCity (2013) General Discussion
Rain is broken. Yes water sources are near infinite. The cap is how much they have. You will keep giving them sewage and they will keep receiving sewage until either you have 0 excess or they have 0 excess. If they build something and it requires more sewage intake, their sewage system will prioritize those over yours, giving you less to buy from. Use trade locally. It gives to everyone connected in the region, which I find annoying at times. -
I'm assuming you mean unsatisfied shoppers. Shoppers are unsatisfied when you don't have even shops with goods for them to buy.
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Not sure if this is how it goes for visitors but in the history view of the population it currently says 1.4 million visitors, which I assume is the fudged visitor count. The actual visitor count (the numbers shown in the detail view anyways) is around 170k if you add alll up all the workers/shoppers/tourists/students/whatever else. And the visitor count is still GROWING. If what I'm reading and guessing is correct, it is possible for the game to simulate 170k+ agents/sims in your city (unless I'm missing something sine this is visitors and not actual population). I don't see why EA/Maxis needs to actually fudge the population. 200k is actually on the VERY high side of a 2km^2 area. If you look at highest density cities in the world you'll get a range of 20k-30k population per km^2, which is about for 80k-120k population in our 2km^2 cities. My city highway also is pretty clear of traffic. The only parts of my city that gets any significant amounts of traffic at all is the medium density artery roads to feed into my high density avenue that exits/enters the city. The highway itself is pretty clear all day. And the artery roads only really clog up during morning/evening commute. The total 1.4 million visitors. I know it's listed as by month at the bottom, but as far as I can tell one Sim month = one Sim day. The 170k visitors that's listed. The traffic
