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Correct. You do need to pay for rebuilding the base & the modules though, obviously.
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Great Works Not working for Region
CarloTheCurious replied to Revenx9's topic in SimCity (2013) Technical Help Q&A
Lots of people have been having issues with works not showing up at all, not syncing resources/workers, not working when built, etc. Maxis are 'looking at the problem'... -
Anyone w/ 500k+ Population Cities?
CarloTheCurious replied to 12thDoctor's topic in SimCity (2013) Showcase
I've had reasonable success basing off a design I found on YouTube from HalbyStarcraft. I think this was before the traffic 'fix' they did a while back (now cars will take longer routes, so even side-streets get traffic), but it still seems to work okay with zero mass transit up to 300K or so. Lots of traffic, but people can get where they need to go in time (give or take happy shopper exodus spam). With working mass transit you should be able to push it a lot higher. -
i could really use some help
CarloTheCurious replied to Boon McBwen's topic in SimCity (2013) General Discussion
https://help.ea.com/article/how-do-i-change-the-language-in-simcity -
Police, Fire & EMS Services.
CarloTheCurious replied to dhuffer's topic in SimCity (2013) General Discussion
iirc, they did do some tweaks to emergency vehicle traffic, but I forget the details. I'll see if I can find a link. EDIT: I was thinking of 1.7, which obviously didn't help all that much. Bigger than 2km a side, you mean? -
Experiments, Tips, and Confirmations
CarloTheCurious replied to JamieRamsey2005's topic in SimCity (2013) Showcase
In my latest region the (unfinished) GW creator is on year 10, but no other cities can see it including two on year 12...- 28 Replies
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- simcity 2013
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"Feeling happy! Leaving the city." traffic jam
CarloTheCurious replied to 2metragluposti's topic in SimCity (2013) General Discussion
There have been quite a few threads about it on the EA forums, including some 'official' bug reports. -
"Feeling happy! Leaving the city." traffic jam
CarloTheCurious replied to 2metragluposti's topic in SimCity (2013) General Discussion
The right balance depends on your city - availability of parks, location and density of commercial, traffic, etc. Some of mine are stable at 18% low wealth tax, some at 14%. You just have to fiddle with taxes & commercial until you find the sweet spot (or give up on it until they actually start fixing things ). -
Terraforming, subways and bigger cities all might be coming
CarloTheCurious replied to mastorofpuppetz's topic in SimCity (2013) General Discussion
If that were true then conga lines would be impossible. If every sims was simulated separately then each school truck, bus or dump truck would find his own way around the city and go where it's most needed. Instead they all do the exact same thing and only break apart because of other traffic that gets in the way of the conga line. The engine simulates each GROUP/TYPE. That is why every vehicle looks like it's being driven by monkeys. Having each bus/etc act independently doesn't preclude conga lines at all. Quite the opposite. Bus 1 leaves garage, heads for the nearest stop with passengers. Bus 2 leaves right behind, identifies exactly the same stop as needing a bus, and follows bus 1. Likewise bus 3, 4, 5, 6, etc until the 'nearest needy stop' actually changes. They wouldn't even split up once they arrive at the stop - depending on exactly when they evaluate routing, the next nearest needy stop is likely to be the same for all of them. They will split up gradually as traffic slows them down (so 'next nearest stop' actually changes because a bus got there before the bus at the end evaluated next stop). The way you wouldn't get conga lines like that is if the agents were actually communicating to each other ("I'm already going this way, go someplace else"), or if the game was managing them as a group. -
Update 6.0 release notes
CarloTheCurious replied to rudie75's topic in SimCity (2013) General Discussion
It's the obvious solution to the "Happy! Leaving the city" problem - once all your commercial goes bust due to 'not enough freight' then no pesky shoppers will be able to buy happiness -
Trade Depots and Vehicles
CarloTheCurious replied to willz121's topic in SimCity (2013) General Discussion
Your own trucks are only for transferring goods within your city (although once they leave the garage they can end up anywhere, ime - they're not tied to the building they left from). Export and import is handled exclusively by trucks (or trains or ships) from the region/global market. You can see how many you can get per day by hovering over the 'via' line on the bottom right of the trade tab. (possible exception - great works might use your trucks, but since they're so buggy I haven't built one lately) -
I've had it a couple of times, but restarting the game fixes it. I've also had mouse cursor corruption which I have to reboot to fix, but I get that on a few other games as well.
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newbie question about greatworks
CarloTheCurious replied to Talki's topic in SimCity (2013) General Discussion
If you're lucky. I've played cities for years of gametime and the work never shows up. Great works are pretty buggy still. Even when they do show up they're very erratic in terms of receiving their required workers/power/whatever, or what output your cities get. At the moment they seem to be mainly yet another place for your trucks to get lost in . -
newbie question about greatworks
CarloTheCurious replied to Talki's topic in SimCity (2013) General Discussion
They can't use the power, or they can't see the great work? -
Question about taxes
CarloTheCurious replied to Ed_Lane885's topic in SimCity (2013) General Discussion
I've been fiddling a bit with taxes in a few of my cities in an effort to stop 'Leaving the city' spam, and it seems like progressively higher rates over 13% cause progressively more abandoned buildings. I wasn't tracking actual happiness numbers though, and there might be other factors of course.
