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Mallozzi

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    A long, long time ago...

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About Mallozzi

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    Hitchhiker
  1. Citizens

    If you are using the latest NAM there should be no problem with commute, unless you truly have too many over capacity roads. Actually forget what I said earlier, at 3,000 inhabitants you wont build anything high density - you need atlest 15,000 for 2-3 story buildings to appear, and far more for huge complexes You can't devellop large buildings right away - you need a higher population.
  2. Trash consumption

    As mentioned - Build 1 recycling plant in each city (reduces garbage generated) Enact waste reduction ordinace Build a landfill with Waste-to-Energy plants (and setting the funding to 0$) By having small landfills in each city however you can chain-sell garbage to your main garbage incinerating city. The only way to legitametly remove garbage in game is by burning if - don't bother with composition. Just be glad that Simcity doesn't have an ozone layor or greenpeace to worry about.
  3. Citizens

    You've probably hit a city cap - build parks to relieve it and see if it helps.
  4. is it ok to make solely industrial cities?quote> Industrial Cities are fine - since they don't require anything unique except labor (as long as they are connected by road) Perhaps I should grow my cities slowly from now on, instead of laying all the highways out ahead of timequote> You can lay out all the road network and zone everything ahead of time if you want - you can always demolish/dezone and rebuild (if you need space) plenty of jobs for low wealth sims, why is there still demand for farm labor?quote> Dirty Industry and Manufacturing supply jobs mainly for R$$, so you need a good mix of R$$ and R$ to meet their demands - where as only R$ work in agriculture. There will always be demand for Agriculture if you have unemployed R$ in your city. As for watering farms, I don't personally do it. I used too and didn't notice any benefit. In all honesty, I just cover the entire map with farms, pick a central spot and start building my residential/commercial area. Then as I need to expand, I just demolish a farm and re-zone it residential/commercial. Agriculture gives me an easy supply of work before I have to pollute and brings in about 1,000-1,500$ a month on a big tile. Don't worry too much about agriculture and having to meet its demand - it will ALWAYS go up unless you have a lack of R$. Concentrate on what goals you want for your city and build accordingly. Conclusion: You'll eventually have way more R$$ then R$ if your building up industry. What will happen is that R$ demand will sky rocket (meaning shortage of labour) and because there's a shortage of labour, Agriculture demand will plummit. **** To help you out when building your city, get the census plugin that allows you to check exactly how many sims are uneployed, what your worforce is, what's driving each demand, etc etc. It will help you out alot!*** Census Repository Facility, Ver. 3.1
  5. Set the Taxes on 20% and Bulldoze them - they wont come back.
  6. Then for some reason, their RCI demands all became seperated. My commercial city wanted huge pop increases, but even when I'd zone high density residential areas only low density residential buildings would spring up, regardless of the fact that I had all the things needed to support high density residential. quote> You need a higher region population to support higher density buildings In my residential city, demand for residential zones plummeted, but my population never decreased. Further, there was a huge demand for Commecrial zoning, even though I had openly zoned space in my commercial city with easy acess. quote> The amount of traffic generated by your residential city is driving your commercial demand up - Plus residential will remain low if there's not enough jobs to bring in new sims. Don't get into the habit of building commercial in separate cities - They should be tied hand in hand with Residential. Also - because you've given your sims outstanding health care, more of them are staying in the workforce longer and can work for more years. Keep in mind that education (which is city specific) is driving your commerce up as well) Another problem I have been having is with farmland. For some reason, once I get any sizable population, the demand for farming jobs never really goes down. I mean, I can get the demand down, but never to a point where there is no demand for it. Even after educating my people to a decent degree, they still have a high demand for it. A crazy high demand. quote> Define sizable population and decent education.. IA will always go up if there's low wealth (R$) living in your city. Once the average income of the sims in your city goes over a certain limit (i think 30,000/), IA will plummet. The only way to increase IA demand is by having more low wealth sims bring down the average income. (Average income is a graph that you can select in the graph menu)
  7. Citizens

    Originally posted by: Saro I got High Tech I, High wealth C and R, and everthing from police stations to education. quote> Ok more information please.. Is this the only city in the region? If it is - you need a much higher population (12-15k) before larger density buildings can pop up. If not - Make sure you have water supplied to your housing. Higher Density Buildings (even R$) need water. Make sureto take care of garbage removal as well.
  8. College versus University.

    Just stick with the College, the university would just be good if you want to build it for the commercial desirability boost, but for a small tile, you should just stick with a college - it will be good enough for R$$$ and you can still get a perfect 200 IQ with libraries and museums.
  9. Food Island Ver 1

    Haha, awesome. Im browing the entire stex for a map with a nice flat fertile land, with a nice array of rivers, and got fustrated that I couldnt find one. Just reloaded and this map just came up. Perfect!!
  10. Olympic Stadium Montreal

    yeah it's much bigger lol, try for a 7x7 or something.. i think it's from viau to pie IX.. soo pretty long walk but its nice tho
  11. Stage Caps Mod

    Well I like the idea. I just don't think players make much use of the lower and medium density and stick to zoneing high density lots.
  12. Southwestern Tract House

    Very nice. You should make more with different roof's and backyards just to add some viarity
  13. The Aon Center

    Is there a growable lot that is attached with the download?
  14. JENX Great St Martin Church

    I'm very curious to know if this and the other cathedral you've made came with YIMBY effects. If so, what are they?
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