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AmpsterMan

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About AmpsterMan

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    Sophomore
  1. No Developing Residential

    A limit level district option would be nice. We already have high rise ban, why not go the full route
  2. On the other hand, I've built a 75k city so far using ONLY the interstates so your mileage may vary
  3. Cargo stations ( ship and train ) are not a necessity per se; they only help in getting trucks and vans off of your highways and main throughfares. You still need vans and trucks to deliver the final products so you will always encounter the "last mile" problem. http://en.m.wikipedia.org/wiki/Last_mile
  4. Industrial and Commercial Issues

    My solution to the "death spiral" issue is the same one i had for brandished. Build more houses than you need. Eventually after a few death cycles births/deaths will stabilize and you'll get a constant stream of both instead of spikes and dips.
  5. Policy on Policies

    Aye, at first i got scared too! The best way i have noticed is by enacting policies on a district by district basis. My CBDs have a lot of policies activated because I want high density. However, because i provide so many services, i also have the higher tax rate policy. My poorer neighbourhoods, consequently, usually get tax breaks (though few services). About the only policy i have city wide is the Water policy. This is because i was draining my river very rapidly and my coast line was expanding.
  6. Show Us Your Skylines Interchanges

    My attempt at building the magic roundabout. It works very well, though it is very big. Other junctions I am proud of
  7. Import/Export: Direct Money?

    Unfortunately, of you want to keep your industrial Demand in check you either have to build more industry (potentially leading to over saturation of your export roads/trains/harbors) or build offices. Though i would think that Commercial should theoretically drop your industry demand (assuming Industry demand is no more than jobs demand) Commercial offers too little employment per unit area and you would have way too many unpurchased goods (unless you get lots of tourists which doesn't seem too be viable atm)
  8. Import/Export: Direct Money?

    Remember that oil and ore eventually run out and you will be importing many raw materials. Having a train depot or harbor nearby will help make sure your highway connection isn't too congested. My personal rule of thumb is to look at how many goods i am exporting. If i have an oversupply of goods exports, it means i am not consuming what i have produced. With major Industrial demand, this is my cue zone more Offices. The import/export data view is key to msximizing your effectiveness when it comes to tax revenues from businesses.
  9. I love this CJ and am amazed by how precisely you curve the roads. I've been getting better, but i still struggle with the road placement tools. What tricks do you use?How do you set up your reference points? Either way this is beautiful!
  10. Cities: Roundabouts

    I don't think Roundabouts are effective one may think in game; cars always go to whatever lane they need to turn. Moist of the time, you'll see them stack the right hand side even if they have make a left turn because once they get out of the roundabout, the building they need it's on the right. They need to lead into either one way streets or two+ lane roads for them have any practical effects on traffic.
  11. Kids, Students, and Schools.

    Aye, aye. I just thought since i read that from Sim Nation that there was an actual use for the primary schools. It's a shame. Those buildings only have a use at the beginning of the game or when limiting yourself a dirty town. Otherwise, out is strictly better go Community College or University
  12. Kids, Students, and Schools.

    Thanks. That's what I thought. My understanding is that "kids" and "students" are essentially the same agent. The only way to increase education is to have students return from some sort of schooling (doesn't matter the kind) and "shoppers" returning from a library.
  13. So i read on Simnation that Elementary and High Schools convert kids into students whom then increase the education level of a building. That i get. However, from there, it says that college and universities only accept kids that have already been converted into students. Is this true? I have never seen anything like this to suggest this is the case,but if it's indeed the case, it would mean having high schools mixed with college/university to not be a bad mix. Can anyone here back that claim?
  14. New SimNation Region of the Week 3/8/15

    I would like to give this region a shot; AmpsterBoy Origin ID. I'll make a school of engineering and will try for a net export of workers. With a uni my industry will be high tech though so I'll try not to build any and just import excess freight if needed.
  15. I think it's one of those decisions made for marketing purposes. There is no way you can have a million people in a 4 km^2 area in real life or otherwise. I think this was done because Maxis anticipated the issue people were going to have with the smaller cities and so tried to inflate the number. I for my part prefer the actual population numbers as they are more representative of what is actually going on. So what if my city only has 4km^2 of land to work with and I only have 10k sims. Simnation has extremely strict zoning laws and sims have 1/60 the time to do things we do in real life xD In fact, I imagine my sims live the same lives they would under a "The Sims" life
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