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Everything posted by MINIggy03
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Is anyone pumped for this release?
MINIggy03 replied to LovelyQuirrel's topic in Cities: Skylines General Discussion
I need to be fact checked, but I'm pretty sure I saw a screenshot showing the Steam Workshop where there were saved cities you could download. And I'm extremely excited for the release. This has been a long few days and there are a few more left. -
For those who watched Let's Plays - What did you think?
MINIggy03 replied to Azurespecter's topic in Cities: Skylines General Discussion
I'm a 30 year old man and I feel like the day I was a kid waiting for the release of SimCity 2000. (I didn't get to play it that night, got caught that I had homework to do. Brother played in front of me. Evil.) I pre-ordered the deluxe and I had zero problems paying $40 for the amount of hours I will easily pour into this game (I spent double that for the latest SimCity). The ethusiasm is huge and you've seen it with Twitch, Steam sales and the community. I think you have something big here and I hope you have enough success to build a franchise that is as impactful as SimCity was for us that grew up with it. It honestly feels like with the recent Maxis news and you guys launching your game, it's as if the torch is being passed. Now I need to figure out what to do with myself for the next few days, it's sitting in my steam library taunting me. -
Could you add land value to these? So for example, a wooden bench would offer none. But a stone bench would offer medium land value and a fancy metal one would create high land value. This could be taken further with shrubs, flowerbeds, etc. that could increase the land value as well. Or maybe junk like garbage cans, crates and boxes that lower land value. Hopefully you guys can do this kind of stuff soon! Thanks for this! They look great!
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SimCity (2013) Official Mod Request Thread
MINIggy03 replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
Faster street cars, they are so slow! -
- 65 Comments
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I typically go with the space center for high tech industry and tourism. It's OK. The great works were a good idea but they were clearly not exicuted well. For example, why weren't the great works connected by rail and boat? That seems like a HUGE oversight to me. That would have dramatically cut down the traffic on the highways and would have improved the transfer of construction freight and passengers. Missed oppertunity. Oh well...
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- 66 Comments
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Random Voids Where Zones Wont Develop
MINIggy03 replied to asasa45454's topic in SimCity (2013) General Discussion
Have you tried bulldozing and rebuilding the roads? That ended up working for me. -
Random Voids Where Zones Wont Develop
MINIggy03 replied to asasa45454's topic in SimCity (2013) General Discussion
I'm having this issue too with one map, the residential just doesn't grow. Never, ever no matter how fast and how long it has been. No idea. -
Road Jams During Rush Hour
MINIggy03 replied to Sallyriana's topic in SimCity (2013) General Discussion
This was by far my most successful network of roads, It worked beautifully, had very little traffic issues. -
unlimited landmarks?
MINIggy03 replied to Moonraker39's topic in SimCity (2013) Modding - Open Discussion
They're not allowing us to mod the online game in any way that effects the balance. That's why there's a flood of offline mods coming in. -
Thanks to Offline mode, I've been able to run Simcity in the background without worring about it pausing (YAY!). So I'm usually off doing/hearing something else while my city does its thing & collects money(or burns to the ground, heh). But when I am really getting into the game, I typically like to listen to some SomaFM or all the Simcity soundtracks mixed together from SC3K to current. I'm starting to wonder how it would sound with some classic/SC2K beats.
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30+ years I believe. I had one city that got pummeled by radioactive asteroids 8 times in an hour(real time), that was a pain! I'd recommend sticking your services over the spot until it vanishes, they don't seem to mind that.
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New Red Cross DLC-for-charity
MINIggy03 replied to reReticulated Spline's topic in SimCity (2013) General Discussion
Did they seriously just copy/paste the school into a red cross? I'd rather just mail the red cross $8. -
Odd bit about the water park...
MINIggy03 replied to Rufus Honker IV's topic in SimCity (2013) General Discussion
There's a severe lack of Sims animations for many of the buildings/venues. -
This guy has attempted Tokyo http://www.youtube.com/watch?v=YyrhGQ_v_uM
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sethisuwan wrote a guide that can get your great works functioning properly in this thread, (post #10)
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It works a few times and then something breaks and it stops functioning.
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Are you guys aiming for PERFECT traffic? I have over 300,000 sims and heavy traffic during commuting hours but the city is completely functional and most of the time I have it running in the background without too much hand holding. Here's the layout, I do deal with bottle necking and they REALLY have to figure that one out. But it's only an issue during commute times and those two tunnels really help flood the traffic elsewhere. I used low capacity roads to keep street lights out of that intersection but I made the tunnels/exits high capacity so traffic clumps better. It works out pretty well. I also don't have any other transportation besides the highway entrance. Update Doing just fine at 400,000 population & the money is stacking up high! (and I'm a generous neighbor, little million here, little million there...) Traffic is even better with new trams but bottle necking is still an issue for heavy commuter hours. It's not having an impact on my city though. Surplus took a hit after adding more services, tramcars(2 stations), another processor plant, trade depot and trade HQ. After I get all the HQ upgrades I'm going to bulldoze/rezone all the RCI and re balance the population, it got a little out of hand! My recommendation if you are dealing with high population and crippling traffic: - Build up $5+ million in the bank and dezone/demolish all your RCI buildings. Don't demolish your roads. - Restructure your roads and services. - Go into your population panel and begin to zone residential/parks to fill the service jobs. Shut down some services if you are bleeding too much and don't overdo the modules. - Zone commercial to fullfill shopping and industrial to fullfill freight. Don't zone too fast, you want to build a balance without throwing the numbers off any more than they already are. - Continue balancing the population panel as best as you can while working towards a surplus/specializations. Keep in mind the commuter #'s coming in and out, it can fluctuate a lot. - It's best to get services going before they begin to complain. That will begin to slow down your instant density growth and eventually it will take longer to grow them back up. - Never have unemployment. Always have a surplus of jobs available (but minimal). Here's what I did, I retained recycling and the University. I moved the water/sewage and I'm drawing power from a neighbor for the time being. Higher density is sprouting up instantly allowing me to watch the population panel and balance it as best as I can. I'll add more services/specializations slowly, watching the population panel to see what residential I need to zone (and then commercial/industrial...it's like a domino effect). They're all the same density, so I don't have to worry about buildings upgrading and throwing off the numbers. I personally find a well balanced population panel can really lead to a very thriving, highly populated city with typical commuter traffic as long as you don't rush everything. You can do this starting from scratch but you have to regulate the zoning so the density upgrades don't throw off the balance. It's better to just get to higher density and grow that money pot so you can restructure/rebuild rather than messing with dezoning/rezoning all the time. You could regulate it easier through road density.
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I have a city with 31,000+ tourists(29,000 of them are low wealth) and there isn't a single attraction lol. It's just a typical RCI city with a University and processor facility. The train station and bus terminal bring them in by the bucket loads and they suck down the souvenirs. I have no idea why they come. I can either destroy the train station and rid of them all (but that effects neighboring commuters) or embrace the tourists and give them some venues. I have a huge industry sector by the train station, I think I'll make room for a stadium!
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How are great works supposed to work?
MINIggy03 replied to Rufus Honker IV's topic in SimCity (2013) General Discussion
I like two Great Works; Solar power & Space Station. Airport & Arcology from my experience creates far too many traffic/bottlenecking issues that aren't worth it. Space Station traffic is far more tame/manageable and Solar is nice to have to supply power. They would have done a great service if arcology's were connected by rail/air/sea depending on the terrain so everyone isn't funneling in from the highways. Stupid, stupid oversight. -
High school and college students do. High schools needs bus stops and make sure you max out the buses if you're playing the city that doesn't have the high school. That way more buses come over to pick up students.
