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Major_Heartfire

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Everything posted by Major_Heartfire

  1. Getting the Oil Refinery

    They won't come immediately, it will take time. Ships come every 8 hours. Not sure about trains... Trucks come every hour.
  2. Building University Enrollment

    I've been extremely interested in this topic. Please let me know if the solution posted by telekinetic is working. Thanks!
  3. Best way to record video?

    Most of the YouTube commentators use FRAPS. I personally just use it to track my FPS.
  4. Industrial City

    My short experience has yielded this basic piece of knowledge: No. Freight doesn't get shipped out of town. Doesn't matter if you ship it by truck (standard), plane, train, or ship. It won't leave your town. If it is freight, it lives and dies there. Furthermore, if that freight isn't delivered somewhere then the factory doesn't make money. If the factory doesn't make money, then it closes down. So, if you want to have an industrial district, you NEED commercial to buy the freight. Commercial, however, doesn't need the freight. It auto-generates its goods. They are not based on the freight it receives. It's possible to have a 50% Commercial, 50% Residential town. It is not possible to have any combination of Industrial and Residential unless there is also a sufficient amount of Commercial there to buy up the Industrial freight product.
  5. Simcity info and data analysis

    I think that there's no aging in simcity. Nor I have seen something that would prove that sims age. I think that house will just generate some workers, shoppers and students, and that number will stay constant. Each of those agents then serve their own purpose. Workers going to work (thus making other buildings work), shoppers doing shopping (bringing happines thus increasing density) and students going to schools (increasing education and technology knowledge). You're 100% correct. There is a thread either here or on Reddit that explains it, but basically each house that is represented on the map spawns in a certain number of workers, shoppers, students and kids. They then perform their daily roles. There is no age simulation.
  6. Important Education Tip

    Especially after using a University. Although, if this is how it works, I have a feeling they messed up the code and will fix it. IMO, a city that wants to focus on education should need a grade school for kids, high school for students, and a University for students. Or a way to track kids that go to grade school for (let's just throw a random number out here) 7 days then go to high school/Community College if there are no high schools. Or, maybe have it so kids always go to Grade Schools and the "student" population has to go to High School first to go to a University (again, let's just say they have to go for 7 days). And students without a high school or University in their town either are made equivalent to a "worker" OR they an go to Community College if one is set up.
  7. I have to ask if sewage can travel along these like normal dirt roads. Normal dirt roads produce ground pollution as sewage travels beneath them. All other roads don't produce ground pollution from sewage. It gives me a really nasty mental image of poop seeping through the road as I drive over any local roads in my community now... #SimCityProblems
  8. Quick Cash Without A Loan

    Probably around 12 hours. The sims could update at 6am and 6pm when they get called for work. So see if jacking up the taxes at 5am has a similar effect to jacking them up at 7am, or if the 7am seems to have a delayed effect.
  9. Simcity info and data analysis

    It has to be a bug. No way in heck are they supposed to be old people or something. There are lots of screenshots, and I'll have to check my own cities, of people having 10% of their population being workers. TEN PERCENT! That's insanely low, especially if kids aren't counted in a city's population. In real life, although it fluctuates, it sits at usually around 45 - 50% (in the US) of people over 18 are working at least 30+ hours/week. TC, any idea how kids are simulated? Do they take 1 year to grow up? I haven't played any of my cities past about 2 and a half years, but I certainly have large amounts of adults, and I can't imagine this simulation having a kid take 15 years to grow up, especially considering they randomly assign houses and jobs every single day.
  10. When they re-enable the server wide global market, these prices will plummet. On NAWest 3 oil is only worth $4500, but should skyrocket as with most other raw materials. Seeing as everyone is making a processor factory (given the relatively low entry cost of 5 medium tech buildings) the price of processor's should collapse. Plastics will also see a hefty decrease as recycling has become much more popular than when they froze the prices on Friday/Saturday. I'm in the thought process now of trying to find ways to convert my city if fuel decreases in price. My entire city runs on fuel profits right now. Although the daily Expo Center events do help.
  11. Industrial City

    Me and a friend of mine have tried doing this with some mixed results. People don't like commuting to generic industrial buildings, but they don't mind going to a city to work in a placed building. You can always experiment in a fresh region. If you do, please report back here and let us all know! SimCity's mechanics are puzzling and confusing at times. Any peeks behind the veils of code would be welcome!
  12. How to accept money gift?

    While summoning a disaster is one way to do it, any server syncing action will do. For example, restart SimCity. If that doesn't work, let a few months pass ingame, then try again. Given the servers have mostly lightened up, there shouldn't be too large of a problem. You do not have to wait until the equivalent time (Receiving city doesn't have to be in Sept, Year 2 if that is when the Sending city sent the gift). Time measurement in this game is from the founding of the city - not regional. This is why they don't have any good weather effects. City 1 could be in December of Year 153, while City 2 is in July of Year 1. Edit: I did see on the reddit for SimCity a Maxis developer said the money is carried 'via agent.' But I'm not sure if he means via an armored truck with the money inside, or via the road system agents (water, power, sewage, etc.), or what. Agents could mean a lot of different methods of delivery in the Glassbox. But, at least we know its transportation from one city to another is being physically modeled somehow...
  13. Quick Cash Without A Loan

    I have always been much more conservative than you when doing this. I usually only raise them to about 14% - 17% depending on the project I am trying to fund. Edit: Yes it does work, but don't do it for too long. Less than a day. Then wait a day before raising them again.
  14. Important Education Tip

    Wait... wouldn't the population have to be stagnant for this? Otherwise all my new citizens would be dump as a rock, wouldn't they? Are you trying to say that my citizens can go from knowing nothing, to attending community college or even the University without going to a High School or Grade School first?
  15. Getting the Oil Refinery

    Commerce division would allow you to use the Oil/Fuel/Plastic containers at the Trade Port. It can store your resources in much larger quantities. The cargo ships will come 3 times a day for your resources, and trains (cargo trains can only be made from the Trade Port) come every hour. You can unlock the trade port by just trading a lot, but the individual resource storage containers at the Trade Port have to be unlocked by the relevant HQ (Metals/Petroleum/Trading). I've been having a lot of trouble reaching the necessary requirement for upgrading my Petro HQ even once. I guess I just didn't realize that the game DOES intend to require the player to just have a HUGE amount of oil getting pumped. For some reason I thought it would be ok with just 10 - 20 oil derricks running. Most of the above players are describing 35 - 50 derricks. I'll keep that in mind.
  16. +1 for wanns post. However, I do notice college students love to use both the rail and ferry modes of transportation, so if you can get some of them close to your University, or build your University near them, it should help a lot! At the very least have a regional bus terminal and a bus stop outside the University.
  17. Anyone doing Mining Specialization?

    The pollution will continue on the regional map in the same direction it leaves your city. So any cities downwind of your mining city are going to choke on the air pollution. There really is nothing you can do about air pollution. It blows away (eventually off the city map, then, later, off the regional map) but you can't 'cure' it like you can with ground pollution. Lots of parks and such will reduce air pollution, and I THINK planting trees might also help. The mining facility itself doesn't produce too much air pollution. Although I haven't even gotten a city that could smelt before because I can't seem to get the required ore sales/day unless I have several of these ore mining plants. Is that really the only way to do it? Just get a bunch of the plants down to mine the ore to upgrade the minerals HQ and build a smelter? Or is there an easier way that I'm just not realizing?
  18. Feeding City...

    You can have a city with just a sewage outflow pipe and a coal plant. That will completely work. However, they won't be able to be used until workers from your second city commute over. So make sure you're neighbors, or immediately buy some other form of transportation.
  19. Riots outside City Hall

    Well the problem here may be that the middle/rich people built their houses at certain places where the land value dropped afterwards. This could be cause by a multitude of things. They aren't just complaining that there are some low land value places in the city. They are also saying that where they built THEIR house has decreased in land value, and they want you to increase it back up. Try to find a location with middle/rich people that has low/middle land value. Then place parks there.
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