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Handyprint

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About Handyprint

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  1. Hi Guys Although this game is much better than Simcity I feel it is let down by the compromise that the developers have to make for current computer processor power. Firstly I read that not all workers have to actually go to work, in fact they do not have to go to their workplace at all. How realistic is this? This same compromise applies to citizens. When new people move in I watch the new houses that have just been built and there is no sign of them moving in, just the info window saying that people are now living there/allocated that house. It seems that only a small amount of citizens go to work, shops etc at any one time (and this seems random as to what sim goes where and when). This to me seems to make a mockery of the transport system planning required. What I would really like one day in a city simulator is for ALL workers to leave home to start work daily and if it takes longer than an allocated time for a citizen to get to work that day then they return home. The result in the workplace being a reduction in output capacity, reducing output as they do not have the total of workers that day (much like real life). I could then plan better transport to make sure that more people get to work on time, improving output/profit from workplaces etc. I have lost interest in this game already as there is not enough to get your teeth into. Maybe in a few years when processing power is there?..
  2. Apologies if this has been answered elsewhere. How does education work exactly. When a student returns from school, college etc does he add an education amount to the house he returns to (much like shoppers add 1 happiness)? Then if other sims occupy this house on return from work etc, do they take on the education value of the property. I guess my question is, Is education value stored in the sims or buildings? Any in depth info?
  3. Origin Avatar in Simcity

    Why doesnt anyone answer the question instead of saying things like "oh yeah I have the same problem blah blah"?
  4. So how are taxes are calculated in Simcity 5? I was trying to figure out how many simoleons I got for each building, but it seems to vary. At 9%, I was making a little under 9 simoleons per building; in fact, it seemed like 1 out of every 50 buildings wasn't paying taxes. At 20%, though, I was making more than 20 simoleons per building. Can anyone explain how the simcity 5 determines taxes?
  5. How is tax collected?

    Seems a bit basic. Would improve gameplay if for instance commercial tax was a percentage of goods sold etc so the more tourists buying goods the more tax etc.. So why percent? Is it percent of the value of the building? Seems a bit basic. Would improve gameplay if for instance commercial tax was a percentage of goods sold etc so the more tourists buying goods the more tax etc.. So why percent? Is it percent of the value of the building? If it based on the building what is the use have having thousands of sims per building?
  6. HI guys I am a newbie and wondering how the collection of taxes work. For residential is it a percentage of the sims earnings? For commercial is it a precentage of goods sold? And for Industry a percentage of good shipped? Any in depth info would be appreciated.
  7. Hi everyone I have given up on this game The logic is just a joke. Why so I say this ok here we go.... Firstly I have several ore mines delivering to two trade depots. I watch the little trucks go out from the mines full of ore and fumble about looking for somewhere to dump their contents. Ok sounds reasonable? But the way they go about it is is a joke, they go backwards and forwards trying each trade depot many, many times until their cargo is accepted. (until depots have space) adding to traffic problems. If they can't deposit their cargo they go back and it disappears. Also just noticed THREE trucks taking ore from ONE mine when their is another mine saying "Full Storage". Why didn't they send at least one truck there?. The second example is I watched a child come from a grade school and on the way home?? she simply knocked on every door of every house until she found an empty space in a house ignoring many bus stops). It seems all agents do this foraging. Basically wonder about aimlessy until they find somewhere/something. They should have set purpose BEFORE they set out like the ore trucks not trying to deliver blindly but waiting until there is space before they even set out. (the other trucks should be in sync so they know when there will be space, taking into account other trucks on route etc). The concept of following individual sims through their day is just ABSOLUTELY POINTLESS. Maybe a case of the blind following the blind. The whole concept of EACH AND EVERY SIM being trackable is a fantastic idea and I look forward to when a professional bunch of programmers put it into practice.
  8. Hi guys Just been reading the Prima guide on simcity and regarding sharing fire engines garbage trucks etc with other cities it says "Don't worry, sharing fire trucks and vehicles does not reduce your cities own coverage-technically these vehicles can respond to fires simultaneously in both cities" Does this mean that each fire engine, truck etc has a double/clone that is sent to the neighbouring city? If this is the case why does it give you the option to how many trucks etc you send to help a neighbouring city, why not send the max every time? Any thoughts?
  9. XL Pathfinding Rubbish

    Hi I have contacted the company that created XL and they have confirmed it IS a bug and are working on it.
  10. XL Pathfinding Rubbish

    Hi Everyone I bought XL because of the good reviews and outstanding graphics and also updated my computer. However I have found the mechanics of the game rubbish. My main gripe is the pathfinding routines. I have a city with all the workplaces, Heavy Industry, Offices etc reached ONLY by a one way street. Yet the citizens all seem to get to work and back!!! The transport graphics (cars etc) have no bearing on the transport system, they are just there to look pretty. edited for derogitory content.
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