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Help: New player here asking how to get my city to 30k population
Freeze01 replied to joms's topic in SimCity (2013) General Discussion
Criminals can only be arrested by police when they commit a crime. To get rid of all criminals in your city you'd need detectives and patience. -
I am wondering why my great works is stuck on pending decision. Is it because ALL cities in my (private) region need to give permission? If so, I cant do that cause all but the university city in my region notice that the appropriate research has been done to build a solar power center. If not that, what is keeping it from starting to build? It's not the simoleans, got plenty of those in the region. Any clues? Or is this a bug that came with 2.0?
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2.0 pollution problem?
Freeze01 replied to Board_Marshal's topic in SimCity (2013) Technical Help Q&A
For me it looks like the wind changed direction in my region... highly annoying. -
Outpost. Wasted a lot of hard earnd money on a game that wasnt even half finished. http://en.wikipedia.org/wiki/Outpost_(video_game)
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Servers and connection reliability
Freeze01 replied to AusQB's topic in SimCity (2013) Technical Help Q&A
The names of the servers are only flavor. You didnt think there was a server on Antarctica right -
medium wealth parks cannot help get landvalue to the level required for high wealth, no. And road density has nothing to do with landvalue.
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Do you need all kinds of wealthlevel?
Freeze01 replied to x_nemo's topic in SimCity (2013) General Discussion
It could be me, but it felt like clinics were taking care of sick sims way quicker when i had all $$$ jobs fulfilled. I dont know if anyone can confirm that or that it was just my feeling. -
there are low wealth parks and such... they made that clear with the simolean signs going with the category.
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Whats wrong with Power/water distribution?
Freeze01 replied to mastorofpuppetz's topic in SimCity (2013) General Discussion
I have a problem with a city that has barely any water, but i do want to run a couple of coal mines there, and they are thirsty... so i import from a city that makes so much there is a 100K available for the region.... now by buying the water my deficit does go to ZERO (no matter of how many shafts i add) but the coal mines dont actually start up, they get water, but they never seem to "fill up". So as it stands I cant run mines without a huge surplus of water inside the city. Highly annoying. Am I doing something wrong? I wish I could decide MYSELF how much water I buy from another city, instead of letting demand rule how much is bought. -
Simcity info and data analysis
Freeze01 replied to Howitzer Zak's topic in SimCity (2013) General Discussion
A few more buildings -
Keep a keen eye out on your population details, the advisor talks a lot of crap if you ask me... And keep in mind that higher density (med + high) commercial demand a whole lot of people too. Not to mention some of the utilities (a high school employs 320$/100$$/40$$$, which oddly is waaaaay more than a community college and the same as a universtiy!) start draining a lot of your population for jobs. And i think the utilities and specialization buildings (still have to test those) have priority over industry when it comes to the sims chosing where to work. My hunch for now is that priority goes as follows: utilities > commercial > industry. Meaning your industry gets the short end of the stick. Meaning you'll end up dozing nearly all of it away (seems that way in my towns). ---- Seems that noone has the answer to my first question, too bad. I think I will tinker in sandbox mode in a town with a single factory, a single commercial building and keep removing residents till they complain about too little workers. That should be indicative of how many workers are required at a minum for a store/factory. Will share my findings.
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Hey all, I am working on a list with most (all I hope) buildings and how many jobs they provide, for easier/better planning. What i found surprising is that adding say another garage to your fire stations doesnt increase the amount of work provided. (stays at 20$/6$$/0$$$) Still need to figure out a lot of the higher density factories and commercial buildings, and whether hotels and shops provide different amounts of jobs.... but now to my question! I have noticed that a lot of the time my cities arent filling all jobs available. That made me wonder, is it known how many sims need to be working at say a low density factory (it provides 20$/10$$/0$$$ jobs) for the factory function?
