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Everything posted by synthmusic
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Hey, me too! What's going on?! Any others out there care to share more info in this dedicated thread? For reference, I have highly educated cities (which hasn't changed w/ the patch) and a fully built arco in the region Not sure what posts you refer to, but when I logged in and went to this area "Simtropolis Forums→ SimCity (2013)→ SimCity (2013) Problems & Technical Issues" The first thing I saw was this post, referring to exactly my problem. Then I see your post, go looking, and not much to be found on the appropriate topic. Hell, I even searched "tech level" and didn't see anything. Links appreciated.
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While it is a departure from previous editions, how unreal is it? Look at what happened in the last 5 years in the US alone. Giant swaths of new development in areas like Phoenix, Las Vegas, and South Florida. Loads of people buying up the new houses, because they were there. Now there's ghost towns with empty houses galore because people couldn't afford them. Might even be a bit more realistic?
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May or may not be trade problems, but there seems to be a problem. I have trade between multiple cities, and sometimes it seems my citiy needs back some of it's outbound resources (say unskilled workers). I get a message to the effect of: you have trade agreements with cities other than Omni, and we are going to adjust your trade agreement, the change is 0%. Then my city quickly goes to a huge monthly money deficit, and i can no longer change any of the trade settings with other cities because i have a deficit, but it shows the trade, and there is no way to account for the massive money losses (going from +15k to -28k in a couple minutes, and unrecoverable). It's happend twice, but i'll post better details if it happens again. Anyone else?
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I'm not sure if this will apply in your case, but in my specialized cities, I trade some to omnicorp to get some funds, and then when i trade to other cities, i make sure to trade back some of their surplus funds. I also have a couple non-specialized cites with a pretty good surplus of cash that i trade into the specialized ones as i get things up and running. Once things balance out a bit, you can roll it back.
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After some more playing with it, clearly the money loss issue is my own fault (not realizing the severe impact of adding leisure and services). However, if you do have the misfortune of going negative, it certainly exposes some trade problems around existing trade agreements. As #1777200 notes, there are still lots of non-sensical messages and you seemingly can no longer correctly change the trade settings.
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Thumbs up. This is the first Cities game i've bought. I've owned and played to death every SimCity version since playing the original on a Mac SE... Inerestingly, the ability to run roads in any direction I choose makes it all worth while! We paid $50 on SC4 and then $20 for Rush Hour, and still had only 8 directions of road with buildings that hadn't yet adapted out of 4. It has a few new concepts, though much is straightforward and expected, for better or worse. In the end, it is an enjoyable city creation simulator. There is definitely a bug with trading that has spun a couple cities out of control - i'll post in the issues section - but overall it's a decent play on the city building theme, well worth the 40 bucks i paid for it. I have my fingers crossed for a fix release soon. These days every company in the world releases and then releases bug fixes, so i'm happy if they in fact do so. If we're left here without some continued support then I might change my mind, but open for now. To Focus: Acknowledge and respond to found bugs (not complaints about gameplay), and you have yourselves an ongoing customer.
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