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ultimatron

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Everything posted by ultimatron

  1. Show us your Downtown!

    Originally posted by: T Wrecks Some impressive skyscraper jungles here! Evillions, I like the atmosphere of your shot. Ultimatron: Someone likes NDEX BATs, eh? Well, let's go back to something simple - small towns need a centre of some kind, too! Here's my shot at it: (click to enlarge to 1024x768)quote> yea i downloaded almost all of the ndex bats. too bad they aren't working on new ones anymore
  2. Show us your Downtown!

    [Oversized image resized. Maximum image size is 800x600. -Porter]
  3. I faced the same problem when my city pop was around the same as yours. I think it is due to sims not getting enough of the correct type of jobs, which is the same reason that causes r$$$ abandonment. Try limiting your r$:r$$:r$$$ to 40%:50%:10%. It worked for me even until my city reached 1.1mil residents.
  4. Is there anyway to relief commercial office caps significantly even though i have several neighbour connections of every transportation type? my co$$ and co$$$ caps are 20% & 26%. co$$ and co$$$ jobs are about 300k and 400k.
  5. commercial office demand cap

    Originally posted by: nerdthisname Place bigger airports and places plazas in commercial districts. That's the best.quote> i have a large international airport (biggest capacity) and alot of plazas. from what i noe plazas provide residential demand cap relief.
  6. I know that about 50% of your pop is the workforce, however I read that the percentage varies with life expectancy (or HQ). Is that true? Because currently I cannot maintain 50% without having no job zots. My workforce is rather 60% of pop. Life expectancy is more than 90 (~93) Wealth mix is fine - about 50% R$$ 40% R$ 10% R$$$
  7. Show us Your Interchanges!

    Avenue that carries passengers from the ferries and airport to the city's outer ring highway.
  8. Originally posted by: RippleJet The workforce is linearily dependent on the life expectancy, through the property Life Expectancy to Workforce % Curve in the Residential Simulator: If the Life Expectancy is 50 years, the workforce is 40% of the population. If the Life Expectancy is 75 years, the workforce is 50% of the population. If the Life Expectancy is 100 years, the workforce is 60% of the population. The life expectancy in turn is linearly dependent on the health quotient, through the property Health Quotient to Life Expectancy Curve in the Residential Simulator: If the HQ is 0, the Life Expectancy is 50 years. If the HQ is 100, the Life Expectancy is 75 years. If the HQ is 200, the Life Expectancy is 100 years.quote> Wow that has been very helpful thx!
  9. Yea I have about 440k ppl (out of 714k) aged 21-60, so I guess that explains the skewed pop:job ratio?
  10. R$$$ Unemployment

    Looks like the proportion is ok. You probably need to wait for Co$$$ to develop.
  11. R$$$ Unemployment

    Originally posted by: Oliwerko I've read about the mod and you're right - that should do it. I remember older mods that forcefully disable the abandonment, this seems as a fix that should help. EDIT: I've installed the mod and raised the taxes by 2%, but the problem doesn't seem to be solved. R$$$ desirability is total green almost all along the city. Moreover, I was able to up Co$$$ demand a lot, but it refuses to develop. It's really weird, I've put tons of plazas and parks everywhere, the desirability is green, but it doesn't build. I'm confused.quote> The customers rate might be low, thats why commercial zones wouldn't develop (they will eventually but it takes quite a long time). How many R$$$ sims are there in your city?
  12. R$$$ Unemployment

    You can get by without installing any mod (except NAM). First get traffic simulator Z which is included with the NAM. If you still experience abadonment of high wealth sims, then it is most certainly due to insufficient jobs for high wealth sims - even Co$$$ employ only 15% R$$$. Use tax to prevent them from moving in. A 9.5% tax rate works for my city of 650k ( you need adjust so that the R$$$ demand is just negative) You must control your R$$$ population at about 10% of your total population. I have no problems whatever with R$$$ sims abandoning with proper taxation.
  13. Can't find it?... Ask here!

    Anyone knows where to find it? I could not find it on STEX.
  14. Can't find it?... Ask here!

    Thanks alot! Maybe I didn't search hard enough
  15. Ok my problem was solved. Turned out that zoning more commercial didnt work, but allowing some high wealth sims to move in did the trick. There was a bit too much of medium wealth sims.
  16. Originally posted by: Indiana Joe I had a similar problem (which I outlined to you in that other thread) except for one major difference. My demand for commercial and industrial is dead, and hasn't been on the positive side for 150 years of game time. I detect something fishy. I have a neighboring industrial city where I've pretty much maxed out industrial demand too. (I don't think I need another neighbor job city; this city is still pretty small at 235,000). Since I don't think I have enough jobs, I can't make use of my high residential demand. Despite dozens of landmarks, parks, and international airport, certain ordinances, and taxes at 0%, commercial and industrial demand just won't go up and buildings just won't stay populated. I'm even using simulator Z and it isn't helping the least bit. Um, the only other thing is I have a somewhat patchy but highly used mass transit system made up of subway, buses, and even monorail. I don't think it's simulator Z's fault (seeing all of the success of these other players), but more of personal error; I just wan't to know what I did wrong here! quote> Well I would like to share my thought on this since my region layout is pretty similar to yours (neighbouring industrial cities). You might want to take a look at this first: https://www.sc4devotion.com/forums/index.php?topic=963.0. Focus on the Workforce Drives (Demand of Occupation). As you can see education places a major role on your industrial and commercial demand. As EQ increases across all wealth levels, your manafacturing and dirty industrial demand would drop and high tech will rise. Also, commercial (esp.office) demand will rise. If your residents are lowly educated then some of them will take up the industrial jobs AND when you zone new residential, the new residents (which starts with low EQ) cannot get the industrial jobs and they will abandon! You should make sure all of your sims are well educated first, then try zoning residential. The thing is when your sims EQ keep rising, they will abandon the I-M and I-D jobs and your new residents can take them. Once the new residents EQ rise, they will start looking for office jobs and your commercial demand will rise! This way you will not worry that you dont have enough jobs for everyone. The interesting thing is a city with an extremely educated population (all wealth levels with EQ 150-200) can depend solely on commercial jobs alone.
  17. Hey z after using your simulator I have zero abandonment that is really due to commute time (though congestion is everywhere, even certain parts of my highways). However when I zoned a new residential area this area suddenly had many no-job zots and then abandoned, repopulated and abandoned again lol. I'm not quite sure what reason cause the abandonment cycles (it seems to move from certain group of houses to other groups of houses in the area). My city is surrounded by 2 small tiles and 1 medium which are all pure industrial cities. My commercial jobs are more than half that of my residential population. ( I suppose the 'correct ratio' of jobs to residents is 1:2)
  18. Thanks for the file! I remember reading somewhere in the simulator z development thread that the classic version allows for unlimited commute time. Would that increase the risk of eternal commute circles?
  19. Hi z1 this is my first post on simtropolis. Well I must say your simulator is rock solid. I downloaded v2.2, deleted the z_low.dat (I have low installed with NAM in the first place) and pasted in the z_classic.dat. I left all other files intact. Is that how I'm suppose to install simulator z classic? Just want to make sure the simulator will be working
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