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You don't but it helps because cruise ship docks bring in medium & high wealth tourists, and you can have as many as you like, which means you can manage traffic well. Tourism is still a little bugged. my big tourism city basically seems to have an unlimited tourist draw now. Almost like having x number of high wealth tourists has attracted more, and it snowballs. Its got to the point that if I load the city and play for a game year, I have to quit because I have 2 avenues, the length of the entire map full of cars trying to leave the city. This is because more tourists come than there are things to do, and after a while they just leave. Building more attractions worsens the problem because it causes even more tourists to arrive. If I demolish the city and leave it for a game year with nothing built, the tourist drive doesn't fall away. However, this is better than the v1 tourism which was completely unpredictable... My top tips for casino cities: 1) Make sure you target the type of tourist you want. If you want only high wealth, don't attract too many med/low wealth 2) Use commercial zones to make hotels. Make sure you create enough hotel beds for your casino patrons. 3) Use ferry docks and airships to bring in the med/high wealth, and position them close so that tourists walk (so as not to create too much traffic) 4) Try to have as little population as you can get away with to staff your buildings. Gambling cities will generate traffic, so you want to minimise the amount of other traffic that you might generate
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Computers are very good. However, my new most profitable city, believe it or not, is my new gambling city. Playing in the Grand Haven map in the Reflection Atoll region I have made a city that is currently running on 334k per hour in gambling & tourism profits. I have 2 MW elite megatowers with Elite Tourism crowns making 44k an hour profit, and then the remaining 290k comes from a total of 6 maxed out Elegant casinos. My biggest challenge is making sure I have enough high wealth hotels so that tourists stay in the city and traffic doesn't go mental. Its become a bit unplayable on my laptop though as my high wealth tourist draw is up to 146k tourists, and so there are literally tens of thousands of them walking around...
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Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
Just to confirm: to see a users cities, do the following: Log on to the correct server In the main menu, click on 'Friends List' in the top right corner Search for their origin ID Click on their avatar, this will bring up a list of their games. Voila! -
Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
@REvolverRPG: I think the best way to look at another players city is to search for them by Origin ID... I'll look into it. I'd post pictures but I play the game on a Macbook Air (HD4000 graphics) so I have to play on minimum! That is until I get my new Macbook Pro with GT750M.... In terms of profitability, Offices are by far the most profitable tower levels. However, you need to apply them well for maximum results. Having all your offices in their own tower s allows you to make best use of hologram advertising crowns. I think that the key to making towers work well is understanding what they need in terms of workers/shoppers/happiness/etc.. and making sure you have good transport links. In general, I think its fair to say that the best way to make money in general is to employ some kind of specialism. It is entirely possible to make profitable cities without specialising, but the big profits are always found there. A good basic tip is always to make sure you are maximising recycling, and to take advantage of importing power/water/sewage capacity. -
Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
No worries... Skybridges definitely work for me. I can see agents moving between them, and also clearly see the difference in traffic on the roads below. However, as with all these things, you need to think about your traffic flow. Skybridges are really only useful if your residents have a reason to go to another tower. This really only applies if you have offices or malls. I typically keep malls in the residential towers. I haven't yet experimented with having them seperate. In my 'TowerTown' city (feel free to have a look at it. Server: EUW1, Region: Tomorrow Atoll, User: cjuk00) where I have all RCI in towers, and only services which can't be in towers outside them, I have skybridges. But In my Omega town, where all work is in factories, and only apartments and malls are in the towers, I don't have them since there is no reason for a sim to travel to another tower... All residential towers are the easiest for sure, but also by far the least profitable. Gen 2 crowns are researched at the Academy for regular towers. Gen III and Gen IV are for Elite towers. I was wondering if you could clarify that up a bit. I did put my $$ in regular megatowers, and they still complained about the low land values.I assumed this is because I placed that regular tower in a low-value area. From what I've figured out, the land value of the tower is determined by the land it is placed on, regardless of the wealth level of the apartments or the kind of tower (elite or normal). If I'm wrong, please let me know, as this is why I asked for the clarification. I don't buy this at all. It seems to make no difference to me. The happiness of residents with land value is exactly the same is with normal zones. If the land value is right, it makes them happy. if it isn't, they'll be unhappy. However, if they have lots of work, lots of shopping, parks, schools, etc... then the fact that the land value is low won't matter. A couple of parks round the tower is a quick fix. Absolutely. I believe that the sims don;t derive extra happiness from land value above whats required, but it certainly works fine. In my academy city, virtually all my land value is high wealth, and no issues with my med wealth tower residents. -
Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
@TheVintek: To clarify: Maxis said that there was a bug concerning the movement of agents within Megatowers that will be addressed in the next patch. Essentially, agents (workers, shoppers, even sometimes power and water) get stuck within a tower. This could be responsible for multiple issues: Sick sims never getting to a hospital, shoppers not making it to malls in the same tower, workers not making it to jobs right outside and complaining of no work, etc... For me, this issue is fixed with a reload. However, you have to understand that the reaction time of the status messages to changes is slow. So, for example, you may have some sick sims, they get treated, but the level may continue to abandon for a day or so after before it returns to happiness and re-populates. This is true of all buildings, but more so of megatowers which seem a bit 'laggy' in this respect. I'm not sure this is a game breaking issue really, because the delay sometimes works in your favor. Eg: You have unemployed residents, but they won't complain for a few days giving you time to create jobs. -
Update/Patch 9.0: What Do You Want To See? (NOTE: OUTDATED!)
cjuk88 replied to CapTon's topic in SimCity (2013) General Discussion
For me, I think: The hotels issue seems to be fixed for me. I now have a cambling/tourist city with lots of normal shops that haven't turned into hotels... RCI is fine. Works well. I actually like the new method better. Its more fluid. Transport works great for me now. Several city plots have multiple region entrances, which I like. So I'd like to see: Megatower bugs fixed. Malls seem particularly odd. Maybe I'm missing something... New interesting regions Mac performance improved. It really does seem to underperform on my Mac in OSX compared to windows (vis Bootcamp) -
SimCity: Problems and Solutions
cjuk88 replied to CapTon's topic in SimCity (2013) General Discussion
Personally, with Maglev, I'm not sure I see the attraction of subways anymore? Now you have several transport options that don't compete for roads. And certainly, lots of tunnelling can definitely become tricky (as indeed it is in real life!). For me, I'm really enjoying this game. If anything, I'd say that CoT has made it too easy. All my cities end up making 25-50k an hour before specialisations. -
Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
@Griffon: Exactly. All the sims live in the towers, and work outside. As such, there are no skybridges between towers, as all the shopping they need is within the tower they live in. This is very useful as it saves a level! Now, I still think the mall levels are bugged, but due to the way megatowers appear to work in the game engine, its very hard to tell exactly whats going on. Let me explain: So, with normal commercial, you build up a residential area, and that creates shoppers and in turn a demand for commercial. You build commercial buildings, and once they get stocked with workers, their goods become available, and provided they get sold, you get happy sims and profitable commercial districts. Any sims who needed shopping, but don't make it to the commercial won't feel the benefits, and the commercial won't sell all their goods and will complain. Either way, this is reflected in the numbers in the Population dialog. However, this isn't the case with megatower malls! You build them, and then the apartments are instantly happy, but despite having less goods than shoppers, they often lose tons of money. The pop stats window says everything is good. Typically, they work OK when they are built, but quickly reach a point when they never work. I suspect this is tied to the bug of agents getting stuck in the towers... My next plan is to try an 8 elite megatower city, and see exactly how many office levels I can get to work in a tower, so I can try and get more than 500k a day pre-bonus tower profit -
Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
@Griffon: So An update: I have successfully built up a 400k pop Omega city, whereby all shopping and residential is catered for in Megatowers, and all work (factories and services) are outside the towers. This seems to work flawlessly. No complaints about workers. I have however seen the glitch that Maxis have admitted to, which is that sometimes worker (and presumably shopper) agents get 'stuck' in the tower. However, I find that a game restart and waiting a day fixes this, and all is well again. Obviously for the above to work, you have to have good transport to your towers, as in the case of say a low wealth tower, that can be thousands of workers trying to leave via the road exit at any one time! So far, in this city I have the following: - 4 completely low-wealth towers (2 malls, 6 apartments) - 2 completely med-wealth towers (2 malls, 6 apartments) - 2 multi purpose towers (1 LW mall, 3 apartments, 1 MW mall, 2 apartments, Nuclear reactor) I think this is pretty optimum, but I am going to try going with mixing up the wealths, so that the amount of traffic around the low wealth tower decreases. I'll pop a park crown on top for happiness. --------------------- In other news: I have successfully built up a self sufficient elite megatower city with the following towers: - 2 High Tech office towers (6 High tech offices, skybridge, waste reduction, ad crown) [These make 750-900k a day with 100% bonus] - 4 high wealth towers (2 malls, 6 apartments) - 2 med wealth towers (2 malls, 6 apartments) So for high tech offices, the ratio seems to be 1:2:1 offices:MW apartment:HW apartment Because I have the offices all together, this city has all services etc... and still makes 50k an hour... -
Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
I remember something else too: My Academy city inevitably needs low wealth workers, and since my Omega town is mostly low wealth, I thought I would try and get some commuting going between the 2. Turns out, residents of megatowers seem particularly un-inclined to commute out of the city. Even when I deliberately created 2000 extra workers, and put a train station and bus terminal outside their tower, they wouldn't commute out... Same went for high wealth tower residents from the academy city over to the Omega town. How odd.... -
Megatower Strategy and Problems Discussion
cjuk88 replied to Griffon's topic in SimCity (2013) General Discussion
I've been playing around a lot with Megatowers with interesting results. I started a new region (In Reflection Atoll - EUW1, user: cjuk00 name: Tomorrow Atoll. For those who would like to take a look) with the intention of building up a selection of cities as follows: First, a Utility/Seed city to provide startup cash and utilities to the others Second, an Omega city. Lots of industry, big Omega Corp. Third, An Academy city. Clean/Green, lots of high wealth Then probably a gambling town and an eco university town to finish it off. Currently, I have a self sufficient Utilities town that breaks even, has balanced jobs (no commuting) and provides garbage, sewage, water and ~600MW of power to the Omega and Academy cities. In the Omega city I have 8 standard megatowers that contain all the residential for the whole city. I have a couple of Mall units. Then there is a ton of industrial, community colleges for education, and some commercial for shopping. In the Academy city, I have 8 Elite megatowers. In this city, I tried very deliberately to have minimal low wealth jobs, so that I wouldn't need to have a lot of low wealth residential or low wealth commuters. So from this exercise, I have learned a bunch of things: Sims will happily find all their work outside the megatower. So all residential towers work well, although make little money. Sims seem to pay less tax per head when in a megatower, so as above, residential towers tend to make ~15k a day Sims sometimes have trouble getting to education outside the tower. Even though I have a community college right outside each 2 megatowers in my Omega city, and enough desks for everyone, there are still a bunch of people not enrolled for no reason... I haven't tested to see if school buses fixes this... Mall levels are seriously bugged. I can only reliably get them to work when they are in the same tower as the residential units. And even then, its touch and go... Sims don't seem to shop in a megatower mall unless they live in a megatower. Whats particularly odd about the malls is that you'll have lets say 1500 unsatisfied mid-wealth shoppers. So you build a mall for them. Now the pop stats window will tell you that now there are an extra 1k (or whatever the number is) goods available, and an extra 1k satisfied shoppers, yet your mall level will report huge losses. This is in contrast to regular commercial which tends to be more consistent. Eg. if you have all goods sold, you have happy zones. This is not true in megatower malls. It seems that pop stats will tell you goods are sold, but the mall dialog will report no sales... Offices work very well in megatowers. In my Academy city I have 2 elite towers which are all high-tech offices (except for a skybridge). Add some holo crowns and these pay for my entire city and then some. I have 0% tax accross the board and make 35k an hour... However, a bit like casinos and tourists back in v1, the numbers fluctuate wildly. So you have to ignore the instantaneous numbers and just look at daily profits. My 2 towers with a 4 crown holo bonus make ~500k a day each! Sky bridges don't appear to have a level 'cost'. It doesn't seem to affect sims if they are in the middle or not.... However, Sky bridges do seem to have distance cost. So if your sims go from their tower, to the work tower via another, then that is a longer 'commute' and can sometimes lead to the old open jobs and out of work sims problem. I'll keep experimenting and let you guys know how I go! -
Do not demolish and rebuild. If you do, chances are most of your service vehicles (construction trucks, ambulances, fire, police, streetcars, etc...) will be lost forever. When you rebuild your services you'll be paying for vehicles but they won't appear. I have abandoned a dozen or so 150k+ big, good cities because of this crippling bug
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Service Vehicle Problem, worse than I thought
cjuk88 replied to ScottyDoesKnow's topic in SimCity (2013) General Discussion
Ive tweeted the devs about it. For me, this is the number 1 game breaking bug. Most of the others really only affect certain styles, or just require you to understand the game mechanics and work around them, but this will eventually make every city unplayable, if your the type of person who likes to demolish and improve over time (which has got to be the vast majority of players, surely??). Traffic is fine, not perfect, but fine. Commuters are manageable Casinos don't bother me Trade works well for me on some servers But this is literally forcing me to abandon city after city -
Service Vehicle Problem, worse than I thought
cjuk88 replied to ScottyDoesKnow's topic in SimCity (2013) General Discussion
Is there any improvement on this? This seems to be pretty game breaking. I don't know about you, but when I'm experimenting with a city - trying to optimise bits of it - I demolish whole sections and rebuild them regularly. To me, that is the whole point of a city builder... However, it seems that this often happens, with multiple kinds of service vehicle. I have one city, which I have completely demolished 4 times. My process for doing this to avoid losing the service vehicles is as follows: 1) First start by demolishing all mass transit stops (buss stops, streetcar stops). This will force all vehicles to go back to their garages eventually, as they won't have anyone to pick up. 2) Once transit vehicles have returned to their garages, switch the buildings off. Wait a bit, then demolish 3) Turn off police/fire/hospitals/recycling/garbage, wait for vehicles to return, then demolish Then demolish the down, from the furthest point away from the highway, toward the highway. All vehicle agents will end up leaving. The first 3 times I did this, I had no problems with Police, Fire, Recycling/Garbage, or buses. But now streetcars are all gone, and i'm missing 5 ambulances I find this unbelievably frustrating, and this needs to be fixed with the utmost urgency. Is there a way to 'recover' them?
