Jump to content
         

xenxander

Member
  • Content Count

    19
  • Joined

  • Last Visited

    A long, long time ago...

Community Reputation

0 Clean Slate

About xenxander

  • Rank
    Sophomore
  1. Originally posted by: tungston You can where, or if you have pollution on the data screens. quote> Um.. I don't understand this.. was this an incomplete sentence or am I just not getting your vocab? honestly this isn't a "funny" post, I don't know what you meant.
  2. Remember Simcity 2000? Each water treatment plant told you how much 'filth' it was treating. I wish Simcity 4 had this - I hate just clicking on the water treatment and it just showing me its efficiency without showing me how much pollution it's dealing with. A ratio would have been great so you can see if another plant is worth plopping or not, or if the plant is dealing with all pollution in its radius.. sadly that information was removed and I can't figure why.
  3. A good way to "start out"

    Originally posted by: tungston xenxander: Images are limited to 800x600 pixels, please resize the images you have posted. quote> Be happy to.. edit: figured it out - it wasn't difficult. first pic still seems out of whack, I'll see if I can fix that - rest are fine. edit 2: first is fixed too - enjoy. ^-^;
  4. Question regarding I-HT

    I don't know about "faster" in regards to "high-tech industry". If you zone the space and the demand is there.. well, if you zone it, they will come. I get the pharmaceutical and particle accelerator buildings just fine in the mid-density industry zones and it doesn't seem to 'lag' due to not being high-density. our point here is don't zone high-density industrial zones if your goal is high-tech, because you don't want to risk dirty industry's large factories popping up there instead of your Pharmaceuticals. Housing for residential, I'm not considering... rezoning mid-density into high-density seems to be slower in my cities than merely zoning high-density initially in the places I want skyscrapers
  5. A good way to "start out"

    .... well you know they don't stop the airplanes from taking off and they help with the airport air pollution.. well if there are updates that JUST change visuals and nothing else I'll consider them. I know using "vanilla" isn't very exciting as far as visuals these days but I'll still continue to work this city - it's already up to 220K population with 100K commercial jobs and 20K industrial high-tech jobs (and a little dirty/manufacturing but not much as I use feeder cities for that). Problems I have is commute time; it's up to 120mins but still as you can see my mayor rating is still up one bar from max (probably not max DUE to commute times).
  6. A good way to "start out"

    Well I know some things look very nice with custom content, but for me a lot of it is "cheating", like the "functional landmarks" - I mean 8,000 commercial jobs just for plopping it down? Nah that's not my style. But this city is growing slowly because I have to constantly update my 'feeder cities' in order to spring the CO$$/CO$$$ demand. To be honest I love the CO$$ over the CO$$$ mainly because per capitol they pay more in taxes.
  7. A good way to "start out"

    Well the "urban utopia" is no longer there, but here are the screenies from the city that is taking its place. You'll notice the right side is the 'left over' urban, and the left side is where I've rezoned and started to build up my city which is doing very well. Check the profits - +24,000... again it was +40,000 before I plowed through with my mass transit and rezoned.
  8. Question regarding I-HT

    Originally posted by: SC4BOY High tech can indeed grow on low-I zones.. however the number of workers which can occupy a given building reaches a limit (ie the "density of workers per unit tile") is controlled by the zone density. If you want larger, more dense high tech, you must zone "high-I" zones.. This assumes the lot is properly mod'ed.. of course I expect one CAN by manipulating various lot exemplars force this on a custom lot.. but my point is if you expect "high population" HIGH TECH you must zone "high-I" zones quote> Sir you are inaccurate here. I verified this morning - if you zone both mid and high-denisty industry and high-tech grows in both (which it can), if it's the same building it will always employ the same number of sims. if Bob's Semiconductors erects in medium density industry zones and employs 74 sims, having Bob's Semiconductors erect in high-density industrial zones will still only employ 74 sims. So what I have said is true, if you want high-tech, do not zone high-density. This way you can avoid having dirty factories popping up (unless that's your goal). And I will state it again, THE EXACT SAME buildings erect in both high and medium density industrial zones, in regards to high-tech. The largest high-tech buildings will pop up in medium density zones - verified.
  9. GLR city connections

    I always hate the "commute" time myself. if it were on the same map - like a medium map, it would be 'medium' commute, but if it's two tiny cities, the residential zones say "long" for commute on the same routes. It's frustrating but what you're experiencing is flaws (or program limitations) on how inter-city commute routes are calculated. There's not much you can do about it.
  10. Question regarding I-HT

    High tech can develop in high density but to be honest there's no need to zone high-density if you're aiming for high-tech.. why? simple. ALL the buildings that build as "high tech" build in both mid and high desnity (yep EVERY ONE). Also with the zones NOT being high-density you don't risk them popping up those extremely large dirty factories.
  11. when dirty industry kicks the bucket

    If you have a very large city and dirty industry demand is quite negative, but your dirty industry hasn't be built over yet (IE not replaced on its own), sometimes bulldozing it has a reverse effect. you start manually removing the industry that is fully staffed, you'll see your dirty industry demand start to rise again and it will become positive. I'm believing this is because the "Dirty Industry" simulates materials that other industries need. Also if you zone new residential, you tend to have spikes of dirty industry demand because those sims have 'just moved in' and their EQ drops the average and as such, the demand spikes again for low wealth jobs. If your Dirty industry isn't removing itself, try not to remove it on your own - demand usually spikes again and you'll get dirty popping up some other place. It does make me feel "guilty" when all my cities start pushing out dirty industry because I'm wondering 'where the hell are they getting their steel from now?' In the real world you have cities and communities dedicated to mining metals and other raw materials, but those industries tend to be away from the public eye (except for dirty auto industry). But here in Sim City just means they import from another region "off your map" and you don't have to care about that - all well and good, I don't need to be thinking about macro-economics while playing a Sim City game. A tangent note: You'll notice that even if your EQ is up near 200, eventually you will start to have some low-wealth residents popping up again if you zone more residential zones - why? because all forms of jobs require low-wealth (think a corporate office, they still need people to work the mail room and be janitors). so if you're taxing the hell out of low-wealth to push them out of your city, your businesses will never show full employment (1790 / 2300, for example). I do NOT know what effect this has on the productivity of your city when you're not fully employed. So don't try to bulldoze down low-wealth skyscrapers if they pop up here and there in your city - you need them (at least a few of them). I remember Simcity 2000 there was a meter showing what types of jobs were around (like textiles) and you could tax each individually. I wish Sim City 4 could show something like that in demand, so you would know exactly what types of industry your city needs (instead of just showing as it does now ' we need more dirty industry'), therefore you can know what density of zones to make (IE mid-density zones don't make the same industry as high-density zones but if you only need some basic textiles, you don't need heavy steel plants so mid-density only is needed). Wouldn't that be nice?
  12. Growth Trouble

    If you are also getting the "Parks a plus" or "activists demand equal air time" then you need to build a few parks or flower gardens. True as mentioned if demand is positive you aren't 'capped', so you don't really need 'relief' but property value can play a role as can desirability.
  13. NAM: Requests

    As mentioned here: https://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=111084&enterthread=y Can the NAM involve a feature to make the monorail double decker (with double capacity both in lines and at stations? I won't rehash the ideas in the thread I linked, they were already discussed, to keep this post clean and in order.
  14. Double or Triple level Monorail?

    Originally posted by: warrior The Monorail cars can be on 2 seperate levels, just the on the top they will go in one direction and on the bottom they will go the other. To double the capacity it must replace the monorail.quote> this sounds great then. Now then, is anyone up to the challenge of doing it? ^-^; !
  15. Double or Triple level Monorail?

    I was thinking a replacement to the monorail, but if it's merely "another" monorail choice, that would be fine too. double decking seems to be the only choice here.. also I don't care if you can't "see" traffic on the lower rungs, it would just look cool to see a double-decker monorail. And to make it simple, just double the capacity of the monorail line and the mono rail station. so in essence you merely change the way the monorail "looks", and improve it's functionality without really changing it, as it seems from what you're saying the mechanics won't allow for two monorail cars to be on separate levels simultaneously
×