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Cyrilix

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  1. Just an update to my city. It has about 200,000 people in a region that including it, has about 320,000 people. It's more or less fully saturating the transit network that I had in mind, which is good (also means that my current design is good for up to 200-250K), and subways still aren't being used all that much. Instead, the sims are much preferring my monorail (that goes all the way around the back). This is understandable, since the subway is only half the speed of the monorail. Unfortunately, it means that the traffic is sometimes being routed to places I don't want it to rout to. In my next city design, I'll be sure to take this into account. There's also the problem with overcrowded streets/roads (which don't connect anything except for citizens to their mass transit networks -- remember that this is a roadless design). One big problem I have had and am still having is rich people. The desirability in my city is way too high, so as soon as the RCI-o-meter goes above 0 for R-$$$, I get like 6 long buildings which start at the same time. What ends up happening is that they all finish, no one can find a job, or aren't willing to commute, and they all leave, causing a massive education drop as I raze those buildings to the ground and stupid newcomers move in. I have to extremely carefully balance my taxes to kick these rich people out. Currently, my taxes are at 11.3% for rich people, and they were as high as 12.0%. If I do 11.2%, they invade and raze the city to the ground. It's quite unfortunate that the job simulator is so unsophisticated as to allow this to happen (everyone comes and leaves effect). Anyhow, I'm working on the next version of my design. My cities are all grid cities, but have touches of creativity / diagonals here and there. They are meant to be technically perfect in every way as to provide maximum service coverage and minimum pollution, and maximum desirability, etc. I actually mod the rail and monorail stations for higher capacities, and scale the costs so that a 40000 capacity 2x10 monorail hub costs something to the effect of $500/month, while the smaller 16000 capacity 1x3 stations cost something like $125/month (I have a formula to balance all of this). What I've learned throughout my many experimental city trials: - Monorails are good, but very expensive to keep. They generally ensure that most of my C/I are well-populated. They are also less flexible than rails (not nearly as many monorail stations on STEX as railway stations). - The circular design (R/C/I wrapping around ~10x10 or so spaces) is a very good design that allows flexible expansion of reward buildings and parks. They also mean that traffic can be redirected both left and right optimally for a 2-rail transit hub. The competing design would be the strip design (a long rectangular strip with stations placed along the way). - Kick those rich hobos out of your city. They never did it any good. =) - Make sure that your city is dense, but not so dense that pedestrian and mass transit traffic gets overcrowded at key locations. - Don't tax R$ sims more than the regular amount. They will come and go, and eventually pave the way to a majority of R$$ sims (the best kind). - Always keep a watch on the funding of your education services. Those losers strike fast and hard.
  2. Detail vs Attention Span

    Seriously, guys. I think Simcity is great for the system. The game mechanics. That's where it shines. If you want beautiful, you might as well just run Cities XL, since it has an extremely terrible and weak system, but the game is designed to be pretty.
  3. Thanks a bunch, z1. That was sufficient, and I didn't even have to replop. Though some of my sims are still (seemingly) taking the long way around, several thousand have already moved onto the subway line so I'll have to investigate this further.
  4. OK, I see what you mean SC4BOY. Though, regardless of how you interpret XXX/YYY (my way or your way), it ends up being the same thing. The fact is, XXX is smaller than I'd like it to be. I actually noticed a problem with my transit system. I'm using a monorail/bus/subway combo station that has the following transit transfer properties (in Ilives reader): Outside-to-Inside,All Sides,Walk,Walk, Inside-to-Outside,All Sides,Walk,Walk, Outside-to-Inside,All Sides,Ride Bus,Walk, Inside-to-Outside,All Sides,Walk,Ride Bus, Outside-to-Inside,All Sides,Walk,Ride Subway, Inside-to-Outside,All Sides,Ride Subway,Walk, Outside-to-Inside,West+East,Ride Monorail,Ride Monorail, Inside-to-Outside,West+East,Ride Monorail,Ride Monorail, Outside-to-Inside,All Sides,Walk,Ride Monorail, Inside-to-Outside,All Sides,Ride Monorail,Walk What I can't seem to get to work is Monorail -> Subway and Subway -> Monorail. As a result, my subways are empty and paths that my Sims should be able to take are not usable, causing them to route all the way around from other places. Does anyone know what are quad-integers that I have to add to make Monorail -> Subway and Subway -> Monorail happen? I believe it would involve 0x06 (subway) and 0x08 (monorail) but not exactly sure what the first two integers of each quad would be.
  5. Originally posted by: Strategist01 Rich sims LOVE subways and monorail. Probably because it's so fast and "high-tech". Also, are you referring to the building occupancy when you click the query button on it? If so, you may not be getting the full picture. You see, a low wealth building will only employ low wealth sims. A medium wealth building will employ to a greater extent medium welath sims, and to a lesser extent low wealth sims. A High wealth building will employ High wealth sims to a greater extent, then medium in lesser numbers and low in even less numbers. I hope that would solve your question? Also, a high wealth building will accept medium wealth citizens as high wealth if they have enough EQ, about 160 AFAIK.quote> Well, the EQ of my sims is hovering between 180-200, since I've let it run for a long time to see the pattern. That said, subways and monorails are what I'm aiming for, so hopefully all types of sims will love it. Also, yes, I'm referring to the query tool. Sometimes it says, for a 112 occupant CO-$$$, 61/112. Then, I think what's going on? There are 50 more jobs there, CO-$$$ employs 25% rich, like 50% middle class, and 25% poor, yet I'm only getting 55% total occupancy.
  6. Well, roads are out of the question, since I'm trying to do a roadless design. If I had to guess, it could be that rich people don't like taking commuter rail? Maybe this is making it so that they don't go to work, and simply stay at home, since I also have the problem where R-$$$ is in high demand, but everytime they come, a building gets abandoned due to the no job zot. I'm still trying to figure out a solution to this. From reading a guide, however, it says the following: "Another hint is about monorail. It is basically a mass transit way that rich Sims like to use. Honestly, I've tried to use it and it helps, but it is a risky investment and, still, an option, not a 'must have'."
  7. I've got this city layout that is "no cars allowed", ie. residential and commercial/industrial districts are segregated, so sims commute almost 100% to work via commuter rail. The problem I get in some commercial or industrial districts, is that even if the demand is positive, the buildings are not filled. I mean, theoretically, you'd think that if demand is positive, and businesses are hiring, the people will go to those businesses, right? In fact, that's not what happens. In order to grow, I have to lay down more commercial or industrial, which will be developed, often to the same level (only 1/2 to 2/3 full). I noticed that some of the lower tier buildings like CS-$$ don't suffer, but this is especially bad with CO-$$$ and I-HT. Does anyone know why this is?
  8. New City Tips

    The thing about Simcity is that there's a tendency to provide every type of service with perfect coverage everywhere with maximum funding. That will get you in the red really quickly. The key is both timing and figuring out what services you need to provide where, and how to efficiently distribute everything. Currently, I'm working on a complex rail project of my own, trying to figure out how to optimize pure rail traffic from residential to commercial/industrial centers, to other cities and back. It's can be a very difficult affair and I don't know how many pages of transit networks I've prototyped or drawn. But anyhow, the first thing to worry about is what I outlined above: services -- when and where.
  9. So, I was under the assumption all along, that you could put a rail->underground piece on both sides of a rail, and then plop a perpendicular rail under rail puzzle piece on top of the rail that you want to cross, just like what you would do with road under rail, but there seems to be no such thing. Is this a limitation of the rail system or was it considered not feasible / useful enough to include? Thanks.
  10. Thanks for the links. That's quite some info to absorb.
  11. I saw a couple of modded buildings like Cogeo's HSR/GLR stations had an entry cost (which I assume is in minutes, but I don't know). Then I started wondering if any other buildings had it, so I opened up simcity1.dat in iLives reader and checked out their lots, and none of them had it (such as subway station, bus station, monorail station, passenger train station, etc.). Am I right to assume that this tool was made only for modders to add an extra touch to their transit stations?
  12. Multi-rail switch stations?

    Originally posted by: thefunktopus There is something called a dual track crossover, included with the NAM. It's basically and X shape where trains can cross. It is 1x4 or 4 and in the Railway FARR pieces menu.quote> Good to know, but won't the center of that X have double the traffic and therefore cause congestion? A station, on the other hand doesn't seem to cause congestion, because once you enter the station, the entire station is treated as a massive capacity single tile (so as long as the station can support the traffic of all tracks entering it, then there's no problem). An ideal structure might be something like 4x4, with 4 tracks going out in each direction.
  13. By small, I'm thinking of 2x4 (for instance, for a 4-lane rail switch. Its main function wouldn't be as a terminal where passengers get on and get off, but rather as a switch, to redirect any of 4 incoming rails to any of 4 outgoing rails. I have a few options: - Use a 4-in/4-out station like the Baron Cross Station (STEX). While a very good and useful station, it's too large to act as a flexible switch for massively scalable rail systems. - Cross 4 rails in a zig zag shape. This is very messy and prone to overlap, causing traffic imbalance by a factor of up to 4x the average traffic. Case in point, due to lack of proper design in my current bus-based city (and I mean a bus in the distributed systems sense, not a passenger bus), I've opted to instead attempt a dedicated circuit-based design. - Use 5 of 2-in/2-out stations in an X shape (5 mini switches to emulate a single 4/4 switch). - Hope that someone on this forum has found a lot that I haven't yet seen, that does what I want (or has made one for themselves) in an attempt to simulate an EXTREMELY distributed transit network.
  14. Region-Covering Airport

    I've read in the FAQs that an airport is a poor and expensive way to boost commercial demand cap, and plazas are far more recommended. I'd simply use it for beautification purposes.
  15. Region expansion questions

    This is a good FAQ, especially w.r.t. demand caps and RCI, among other things. It took me days to read and test the material presented in this guide: http://www.gamefaqs.com/pc/561176-simcity-4/faqs/21501 With a region population of 50K, though, unless you have been building absolutely no demand cap busters, that doesn't seem like it would be a big problem. I mean, a large plaza is +10K demand in itself. Regardless, check it out and see if there are any solutions or ideas to your problem.
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