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Roberto_Ruiz

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Everything posted by Roberto_Ruiz

  1. For total demand and no caps: PlopMatic https://www.simtropolis.com/stex/details.cfm?id=3808 or RCIMulti PlopMatic is easier to install and use but lacks the control you can get with RCIMulti. In your case I would only use the RCIMulti files that deals with limits and drive the demand the normal way (thru education, health, etc.). Later, when you are bored of the easy play, you may also want to take a look at the Custom Configs V2 for ideas on how to maximize the number of neighbor connections. HTH
  2. Commute times to neighbouring cities

    If I remember correctly 15 to 20 secs did the job.
  3. Commute times to neighbouring cities

    Depends on your processor speed, on my old Pentium 4 I had to let the game run an in-game month or two and pause for a while so the route to neighboring cities got recalculated. On the new i3 all I have to do is run the game in rinho speed a month or two. One other thing that may be causing your problems is when you transform an avenue into a highway or use the avenue itself to do a neighbor connection without allowing a return path for sims working on the buildings along the last block of the avenue. The game keeps seeing free jobs and building houses for those jobs, the sims on those houses try to get the job but they find no way to go and get back home, so the houses get the no job briefcase and abandond. And the cycle repeats. Adding a normal road cross on the avenue just before it converts to highway or leaves town allows a return path and then the cycle breaks. (Let's see if I can get an image here...)
  4. Trees are better to fight pollution but parks provide cap relief and residential and/or commercial desiriability, also you can put extra trees on almost any park to help with pollution at the expense of the park looking good. There is an old thread with a similar question and it's answers: HTH
  5. If you are connecting your cities with Avenues and have development in the end of it (near the point it connects to the other city), you need to put in a road to make a return path for the sims to go home (or work if it's residential on the end of the avenue). Else, when the simulator is trying to assign that free job it will not be able to make a return path, will try and try and fail, move to next sim trying to assing the job again and again and will fail, making your whole city jobless. I remember there was a tutorial city journal based on the fairview region where the creator had the same problem and solved it. It had pictures explaining the problem and the solution but can't find it with a simple search, maybe the author is around to give us a link (whould like to see it again, loved the industrial site by the mountain).
  6. Demand Increasing

    If cap relievers didn't work you should try lowering taxes for $$ and $ residential.
  7. MAyor Rating

    There has been great advice in this thread, so I will just try to add a little more to it. In general, other sources of local mayor rating impact are business deals and stadiums (check the sorroundings of them on the mayor rating data view). And other sources of city wide mayor rating decline are some landmarks and 2 or 3 of the ordinances. And in particular, some screen shots of your city would be helpful (specially the city overview with and without the mayor rating data view active to see where are the conflictive areas of your city). HTH.
  8. Farmer market and state fair

    Generally when I meet the farm jobs and population needed for those rewards on a new city my mayor rating needs to be improved, just building 1 or 2 parks gives the necesary boost and I end up also getting the 1st house of worship and the 1st cementery. However as I don't usually go for the state fair, I feel it's easier to get the farmer market with the UDI mission Farmer's got vermin, available when you build a landing strip. You just need some population and a few large farms (the mission won't spawn if the farms are too small). And if you think it's money lose (20k for the strip + 3 to4k for running it the months required for it to completely build up), it isn't, as you can also do the Dr. Vu mission on the other plane to get 70k simoleons. HTH.
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