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Everything posted by Rhadamant5186
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New DLC, official info
Rhadamant5186 replied to CaribbeanSail's topic in SimCity (2013) General Discussion
They're at it again! EA and Maxis hard at work attempting to further alienate their customers!! At first I though they were just trying to dig their own graves, but now I see the bigger picture, they're trying to dig to China. -
Nope.
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Where are my trees going?
Rhadamant5186 replied to MOWS 4 U's topic in SimCity (2013) General Discussion
Now now ... lets be fair, the game has always been stupid and it is only now that we are understanding why, like an autopsy on a soon-to-be Darwin award recipient. -
If you could go back and doit again,,,would you still buy SimCity 5?
Rhadamant5186 replied to parenzo's topic in SimCity (2013) General Discussion
Nope. I'd buy a 60 dollar bottle of scotch and have fun that way instead. -
traffic Mastering traffic
Rhadamant5186 replied to Bibor_Kiraly's topic in SimCity (2013) General Discussion
My whole point is that needing to find work arounds for all the bad coding put into this game makes it so that rather than designing, customizing and personalizing cities we are forced to lay cities out in a very cookie cutter way in accordance to the major restrictions passed down to us by the very flawed game engine. Don't you agree? -
traffic Mastering traffic
Rhadamant5186 replied to Bibor_Kiraly's topic in SimCity (2013) General Discussion
Your solution to issue #1 is a bad fix. Industries actually LIKE and PREFER to have Community colleges and Universities near by, not only does it raise their tech level, it makes them HAPPY! Sure, you can solve traffic issues by moving your education buildings to some far flung corner, but then your enrollment will drop and your tech level will drop and Processors/TV/Computer manufacturing will drop and in an extreme example you could even suffer a nuclear meltdown if the university enrollment drops enough. Your fix is fail. Issue #2 and 3 would work, sure, if you wanted your city to be more like a sprawling suburbia, but I am fairly sure the game is called SimCity, not SimSprawlingSuburbia, so in regards to both of those fixes, yeah I admit they will work, but they are just work-arounds for the really bad agent scripting that was programmed into this game. As a software developer myself I know I would be ashamed if that's the solution I sought to a complex pathing issue. I think I can speak for many players when I say that we want high density cities. All your solutions just provide us for a way to make medium density suburbias, so basically you too are saying that a high density metropolis with function traffic is effectively impossible if your solution to traffic is to avoid high density low and medium wealth buildings. Given this is a simulator I would like to think that the game we purchased should be able to simulate a variety of cities, not just one cookie cutter templated city that works in sync with the JUNK coding put in this game. -
I think the point was for that one player to prove that this game fails as an accurate simulator. I don't think having 1.8mil people in 4 square Km is realistic (or 450000 per km^2). The most densely populated city in the world only has a population density of 43,000 per km^2. SimCity missed realism by at least a factor of 10. I would go into other bullet points about how a city with no services, power or water would almost overnight become a desolate wasteland of filth, disease, fire and squalor, but there's no point, you all know how stupidly unrealistic this city is.
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Recycling, how to do it?
Rhadamant5186 replied to bigmummylover's topic in SimCity (2013) General Discussion
The educational building you use doesn't determine the amount of recycling you have, enrollment percentage determines this. You need to enroll a high percentage (ideally 100%) of your kids in your town into schools, and with their education they cause the houses of which they belong to start to be more aware of your recycling center. The higher your education (1-5 books) and the longer they've been educated (like if you started to have education yesterday, you won't have much demand for recycling today) will determine how many people recycle. I bet collection percentage also plays a roll where if you have a lot of people who want to recycle but never actually collect it, eventually they'll stop recycling, or maybe I'm wrong on that. -
Did a giant lizard eat it? Is one of your neighbors sending garbage trucks to your city and taking your garbage away for you? If both these answers are no, you've got a 'dirty' bug.
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The key to gambling and tourism: Hotels?
Rhadamant5186 replied to kgpurrs's topic in SimCity (2013) General Discussion
The Maxis team mentioned that one of the next upcoming patches will address Casinos and their viability as a specialization. -
A few questions (Education, Service, Trade etc)
Rhadamant5186 replied to Hypochondriac's topic in SimCity (2013) General Discussion
Thanks, so I can place the trade port anywher I want? I see rail entering my city. Does the port have to be there? Your port has to be near the rails or water. Basically you deploy a trade port and then there is a rail module that you can place on rails near the trade port. If you want it on water you make the trade port near water and then build the sea port module. Thanks. I need the depot before I can get the port . Any preference to rail or water? Sea Ports Highest Capacity Most Infrequent Rails Medium Capacity Medium Frequency Roads Least Capacity Most Frequency -
A few questions (Education, Service, Trade etc)
Rhadamant5186 replied to Hypochondriac's topic in SimCity (2013) General Discussion
Thanks, so I can place the trade port anywher I want? I see rail entering my city. Does the port have to be there? Your port has to be near the rails or water. Basically you deploy a trade port and then there is a rail module that you can place on rails near the trade port. If you want it on water you make the trade port near water and then build the sea port module. -
Anyone else lost interest?
Rhadamant5186 replied to Lakenstaken's topic in SimCity (2013) General Discussion
I've been playing recently, but I wouldn't really call it playing. I've been setting up cities to test how the simulator works. I am sure everyone else has noticed that the way this game 'simulates' a city is VERY counter-intuitive. I spend my time trying to run experiments to figure out what everything does and why the game works the way it does. It seems like rather than enjoying immersive gameplay I'm performing an autopsy to figure out what the hell went wrong with the code. -
Different jobs does pay different money. A low wealth person working at a nuclear power plant brings home A LOT more money than one that works in low wealth C or I. I don't have exact figures for you at the moment, but I've seen many other people confirm these suspicions in other posts. I've seen it happen for myself as well.
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How to keep my Lower Class in my city..?
Rhadamant5186 replied to Aesiron's topic in SimCity (2013) General Discussion
Low class parks will make improve the land value but not allow the low class buildings to upgrade to medium or high wealth class. -
A few questions: Unemployment, Service Vehicles, Water, Waste, etc.
Rhadamant5186 replied to aschroeger's topic in SimCity (2013) General Discussion
The way kids/students work is that each residential house has 'kids'. When they enroll at ANY education building they become 'students'. Kids and Students have no age and they can attend any educational facility. If you want a high tech level then you should DEFINITELY demolish your grade schools and high schools. Attending universities and community colleges are a lot more beneficial for your population than attending grade schools and high schools. More educated populace will also allow you to make money off of recycling. -
Your workers generate money for everyone in their house. Let's say you have a residential building with 50 people. 8 are workers, 5 are kid/students, 5 are shoppers and the rest of them are sort of 'fudged'. When your 8 workers attend their 8 jobs they generate money based upon the work they go to. If they're going to crappy places of employment, like parks or dirty industrial, even if the dirty industrial is making a lot of money, your workers won't. When they return back to the house the money that they made is 'shared' with the entire house and your shoppers go shopping and so on. Basically your workers are demanding higher paying jobs, this means working for higher wealth places rather than low wealth places. Does this make sense? They could also be running out of money if they are attempting to go to work, but never make it there for some reason. Even if you don't have traffic if you have small roads then emergency vehicles can block them from making it to work, meaning that even if they are employed they didn't make any money.
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A few questions: Unemployment, Service Vehicles, Water, Waste, etc.
Rhadamant5186 replied to aschroeger's topic in SimCity (2013) General Discussion
#1. If you click the Details tab under the Population Table it will show you details about your population, including # of unemployed people and # of available jobs. Sounds to me like you need more C & I or a Specialization. To decrease your homeless population you can setup a bus depot, and they'll ship themselves out. The reason for the influx of unemployed is that if your R becomes a higher density before your C and I, you won't be creating jobs faster than you're creating new civilians. Always watch the Population Details table to make sure you're suppling enough jobs/workers/shoppers/etc. #2. I've found you need a fair bit of excess sewage capacity in order to have your pipes not blocked up. Think of this as sewage pressure, if you're barely in the green the sewer pressure is too low to flow. #3. Maxis said that they'll be patching the way Firetrucks work in 1.8 or 1.9 because currently they clump together. Basically the dispatcher for the Fire Department is a raging alcoholic and dispatches all of the firetrucks to one fire while the other buildings burn to the ground. Don't sweat this problem, its Maxis' fault. #4. The cop that arrests the criminal brings the criminal to where his car is owned. Basically your small precinct cops are places in an area with a lot more criminals than your large precinct. To answer your question.... Whenever you unlock the larger version of something, more often than not you should close/bulldoze the older version. This is especially true with education buildings. When you have a University you should not have a high school or grade school. -
I would start a new region. To soak up the amount of rads that a melt down generated you'll have to replant trees every day in the game for the next like 500 days. It'll be super boring, I'd think, and you'll also run your 750k budget really low while you wait for radiation to dissipate. That's just my 2 cents.
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Picking a powerplant
Rhadamant5186 replied to necroascendant's topic in SimCity (2013) General Discussion
Solar with the concentrators are awesome. -
What to do when out of resources?
Rhadamant5186 replied to Hybr1d's topic in SimCity (2013) General Discussion
Of course, why keep mines that cannot actually work? -
Disable disasters is coming (confirmed)
Rhadamant5186 replied to Titan's topic in SimCity (2013) General Discussion
Traditional SimCity games could be simulated in the background to elapse time while the user was not playing. If anything went wrong you could just revert to a previous save file and everything was back to normal. In the current version of the new SimCity you cannot do this safely unless you are on sandbox mode. I've had cities that have had city-crippling disasters happen while I was running it simulated and when I returned to the city the damage was so bad the REGION had to be abandoned. Events like Tornados and Giant Lizards hitting nuclear power plants or meteor strikes destroying my water table (game bug too). -
Disable disasters is coming (confirmed)
Rhadamant5186 replied to Titan's topic in SimCity (2013) General Discussion
Sweet! This now makes producing your own power through nuclear viable again. I stopped using nuclear plans after a tornado hit one in one city and a giant lizard hit another in a different city. It basically killed the whole 5 city region, seeing that 2 of the 5 cities were wastelands. Great news! -
Fortunately you don't really need too many schools. The way the game is setup is that your city has a student population that needs to attend any educational building, so if you work your way up to unlocking a university or community college you'll only need that one building and not any of the others (like grade schools or high schools). So you're saying once I have a grade school and a high school I don't need more of them? Just more community colleges and university's? Once you've unlocked a university you don't need anything else.
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"Criminals per day" found cause, what is the solution?
Rhadamant5186 replied to Srafty's topic in SimCity (2013) General Discussion
Detectives can stop criminals when they aren't committing a crime. If you have good police coverage your criminals will stay home. Patrol Cars catch criminals committing crimes and detectives catch criminals that are staying home. Build some detective wings.
