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HyperGaruda

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Everything posted by HyperGaruda

  1. Actually, I have never demolished buildings accidentally. The closest thing would be marking the building (that is left-click + hold), but I just press Esc, so it unmarks - problem solved
  2. Default Maxis Farm Sizes?

    If you dont want those ugly pedriana plants (the large grey grain silos) to spam your farms, you should not zone anything larger than 5x6. Or you could get some mod...
  3. What do you think about the buses?

    Oops, excuse me for making that mistake, busses really do not contribute to traffic congestion. Just tested it and it turns out that even with nearly 3k busses, a street stays green as grass. I think i might have mixed up the observation i once made where a dedicated bus street turned orange, but after a closer inspection there were cars running over it. Guess it wasnt completely dedicated :| Mind you, it is the vanilla deluxe game + official ea patch i'm playing; no mods and the like.
  4. What do you think about the buses?

    You don't have a lot of citizens, so a bus system would not be very useful. Only after developing a large amount of congestion, I'd say you should think about implementing a mass transit system of busses/subway/trains. On a sidenote: busses DO contribute to traffic congestion, but at a much smaller rate: it takes about 1000 busses to congest a street, while only 100 cars are needed to make the same street go red. At least i thought those were the numbers...
  5. Hidden functions

    Hi everyone, What I was wondering is if there are more hidden functions and hotkey combinations except ctrl+alt+shift+god mode and ctrl+alt+shift+c. If so, would you mind to share it with the community? Thanks
  6. Hidden functions

    Ahh, I've always wondered what the hotkeys for the road query tool an the police kiosk are. Less clicking ftw! And that shift+road dragging thing also seems quite interesting. Gonna test them right away Thanks everyone!
  7. You can query the connection (with the regular building query tool, not the traffic query tool), and if it says "connected to " it is probably connected. The missing arrow could be a graphical glitch, nothing to wory about.
  8. Ridiculous Demand?

    I'm experiencing exactly the same problems and so far I've only come up with some theories on what's the cause and how to solve it. Firstly I think it is caused by an uneven distribution of R wealth types (usually too much R$$$ compared to the number of suitable jobs available to them) combined with some sort of bug concerning regional demand. In every city I have built, the demand is copied from its neighbor, resulting in a solid and nearly impossible to alter demand graph. So once I got to the situtation you described, the city would not grow as I thought to be best for them... This implies that the solution has to be an increase of R$ and severing all connections, so that demand can stabilize according to the actual local values. I have not tried severing the connections yet, because I'm afraid it will cause demand caps to resettle and a disruption of industrial transport (though if the city is adjacent to water, you can use a dock/port).
  9. As Munchiez said, a naturally grown city has a certain center with roads radiating out of it. "Natural" roads should have a reason for being there, in other words, they should lead to something, like from Johnson's farm to the market. Something I really find helpful for growing such a city is a natural environment: make mountain ranges, rivers, hills and the like. Once I have a nice chaotic landscape (instead of those plain old flat fields), I'd search for a logical spot to place a village. Most real life cities are built on a flat piece of land along a river... This natural landscape also helps to plan your roads: historically, roads go from A to B in a straight line if nothing is in the way (no pun intended . However, a chaotic landscape 'forces' you to twist and turn the roads if they are to stay horizontal. That way, I get my roads to curve naturally. Hope I've inspired you somewhat
  10. I need help with the subway

    I don't know if this it still goes up for Simcity 4, but in SC3000 people tend to use heavy rail if they work in the industries and they use the subway if they want to get to their commercial offices.
  11. Abandonment due to commute time

    This might seem awkward after you have read WooHoo's text, but if the abandonment occurs in R$$/R$$$ buildings, then you have too much R$$ and R$$$ and too little R$. This is because each job sector (like CO$, CS$$$ or I-M) is fragmented into another -invisible- subset of jobs. For example: a skyscraper office building needs some janitors/cleaners (R$), a whole bunch of your everyday office employees (R$$) and a couple of executives/managers (R$$$). Each job sector has a different distribution of these subjobs, but as a whole your city should have about 1 R$$$ for each 5 R$$ and 4 R$. Usually if there is abandonment, it is because of a huge amount of high wealth compared to low wealth. If it is not the wealth ratio which troubles you, well... perhaps your mass transit is not placed strategically enough?
  12. It is a confirmed bug, ive read that somewhere. Because both R$ and R$$$ occupy exactly 10% of the I-HT jobs and the game is not able to "read" these same values correctly, it becomes a bug where R$$$ will not work in IHT. I do not know if there is a mod for this, but I simply create other types of jobs to accommodate R$$$.
  13. Problem with crime

    If youre not into mods, the solution is education: the higher the education levels, the lower the crime.
  14. Elevated rail, no users?

    To A Nonny Moose: Obliterate an entire city? Just cutting those connections for a while in all the endless loop cities should be enough to break it, don't you think? Well, that and some restructuring to prevent another loop...
  15. Elevated rail, no users?

    10K inhabitants is a bit too few imo if you want to build a subway/elevated rail network. I usually start to build my first line at about 30K, after which I gradually expand the network towards the medium and high density zones, as the city develops. Until then, I'd stick with busses for intra-urban travel and trains for interurban travel.
  16. Airport question

    Could you tell me how many citizens, C-jobs and I-jobs you have (check the city description in the regional view)? And perhaps your expenses and income+tax rates too? It should be clear that every single building -even parks- needs power. As far as I can tell, your city hasn't got enough money to sustain power plants, but that should be your first priority. I guess that your priorities lay with secondary utilities/buildings; remember: for a city to grow, you will only need electricity and for a city to grow in terms of wealth, you will need things like healthcare, education and safety. It is the latter which causes great expenses.
  17. What is your favouite airport?

    -Jakarta Soekarno-Hatta (CGK or CKG; i keep forgetting that) for its beautiful and Indo-style architecture. It is something architects should do more often (i.e. implementing local architecture, so the building actually fits in its surroundings). -Amsterdam Schiphol for.... well, just because of its grandure.
  18. Garbage cities

    I'd just zone a whole lot of landfills (that is what determines how much garbage you can take in), connect them to other cities and leave the garbage city as it is. Make the neighbour deals through adjacent cities and tada: as long as you dont play the garbage city, all garbage in normal cities will be exported, while it actually never reaches Garbageville
  19. It's what SC4BOY said earlier: you need to have the right ratio of R$, R$$ and R$$$ (dont confuse these wealth types with density types; they're something entirely different). That usually means a ratio of 4:5:1. Let the number of jobs guide you, instead of the number of residents. Here's a table ive found somewhere a long time ago: R$ R$$ R$$$ Commerce$ 100% Commrce$$ 62% 27% 5% Commrc$$$ 62% 30% 2% CBus$ 40% 50% 10% CBus$$ 20% 65% 15% I Ag 100% I D 100% I M 50% 45% 5% I HT 10% 20% 10% It shows what percentage of a certain job type is available to which type of resident. This means most of your population has to be either R$ or R$$. The easiest way to achieve such ratios is to play with taxes. I usually leave them as they are for C and I, but for R: R$ 9,0% R$$ 9,5-9,9% R$$$ 10,0-10,5% Refer to the Jobs/Population diagram to see what your current ratio is. (i know, it takes some time and effort to convert the lines into numbers Hope this helps.
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