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GoalLineStalker

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  1. Schools and Students ... again ...

    Have you placed school bus stops?
  2. Schools and Students ... again ...

    Regarding point #2, if you look at the Population > Detail tab, you can see the number of students commuting in and out of your city on a daily basis. IMO, that's the best place the get daily information, because all of the info bubbles seem to report current data, which is highly dependent on the time of day (ie, you'll have 0 students attending at midnight.)
  3. University trick not working anymore?

    I tried following the numbers but they made no sense. I'd see class let out and it drops down to like 10% immediately, keeps going up then jumps up to like 70%, then keeps going up to like 120% of capacity. Can't trust the numbers I don't think. I haven't tested this specifically, but I seriously doubt it. Just having a connected University in the region seems to be enough to cause your Industry to tech up... In a recent game, I had Tech 3 buildings going up before I had 10k population (much less even Grade Schools.) This caused my growth to stutter quite a bit because I couldn't get my economy upright. I had low-wealth, uneducated citizens and a only disproportionately high number of high tech jobs. At 60k, I'm just now starting to get enough educated workers to fill my industry. Well if you go into tech view you can see purple lines coming out of the university following streets, and all my TV factories closer had higher tech and produced more TVs. I think the lines seemed to go away at night, and sometimes my farthest factories produced max TVs and sometimes they didn't. So I have no clue but it may affect something. I'll take a look at that view. I didn't even realize it existed. I just saw my buildings teching up before I had any schools of any sort placed.
  4. University trick not working anymore?

    I haven't tested this specifically, but I seriously doubt it. Just having a connected University in the region seems to be enough to cause your Industry to tech up... In a recent game, I had Tech 3 buildings going up before I had 10k population (much less even Grade Schools.) This caused my growth to stutter quite a bit because I couldn't get my economy upright. I had low-wealth, uneducated citizens and a only disproportionately high number of high tech jobs. At 60k, I'm just now starting to get enough educated workers to fill my industry.
  5. University trick not working anymore?

    Have you bulldozed the old bus stops? That might mess up the pathing logic. Otherwise, you probably do have traffic problems.
  6. Fixing your city: reading the charts

    Have you actually tested this? Do the cities actually collapse with a mass exodus of people? Or do a lot of people leave and then more (different sims) come back in? You can keep bulldozing residential and get new sims to cycle in, but you hit a cap in density at that point. Eventually, happiness falls and density falls. You can stretch out the decline for a long time, of course, if you're just looking to prove a point. Most people are looking for growing, long-term sustainable cities that don't require constant micromanagement of a specific facet. Likewise, you can grow your city far, far beyond its traffic congestion levels by strategically bulldozing a segment of your main thoroughfares at rush hour, forcing traffic to sidestreets they otherwise won't take, and then shuffling traffic back to thoroughfares to alleviate stress on the sidestreets (think... Tower Defense traffic management.) It's viable with regular player intervention, though it doesn't meet the general goal of most players, who want a city that successfully simulates, rather than one which can be kept sustainable by godlike intervention.
  7. This is rich. First, everyone complains about online Regional play and insists that SimCity is meant to be a solo experience. Now, we gets complaints about the online Leaderboards being easier to rank if you've purchased DLC (read: micro-expansions.) Unless they had released a game identical to SC4 with 10 years of mods backed by a million hours of playtesting, on release day, some people were never going to be happy.
  8. I've spent more time reading about SC13 than I have playing (such is life), so I've seen lots of "Proof of Concept" cities that focus on RCI balance, wealth balance, RCI extremism (which of course, never work once the camera goes off), road design, etc. As a standalone city, many of these experiments provide a lot of insight into how the mechanics work by effectively isolating variables. However, in the "real world" of the game--multiple connected cities in a Region, with specialization, utility sharing, and regional benefits--a lot of these successful Proofs of Concepts seem to fall apart. It's one thing to try to build a city with well-managed traffic and no public transportation (as is my personal preference); it's another thing to try and build a city that has teched-up beyond your ability to educate at 15k population due to a regional University. Similar principals apply, of course, but the problem must be solved using a different set of tools. I know a lot of people are rejecting Region play, and a lot of time early on is spent perfecting the solo dynamics before (maybe?) moving on to Regions. I think once more people step into Region play, they'll appreciate the added layer of complexity that brings new, predictable challenges, yet ones that remain out of your direct control.
  9. Traffic, long road test.

    Well medium-density roads don't obstruct traffic on avenues (because they have a stop sign vs a traffic light.) You could use a single long avenue with branching medium-density roads, and fix the majority of the problems you've identified. If you don't make the branches too long, you'll limit the amount of traffic that will even pile up at the stop signs. Of course, I still believe there are better designs for roads, but we can at least optimize this one.
  10. How to increase population density?

    Not specifically, but generally, yes. Happiness is the only thing that matters. Adding healthcare, education, fire/police protection, clearing trash, minimizing pollution, etc all add to that. There's no minimum population, to my knowledge, though it does seem to have time as a component.
  11. Question on workers

    Try bulldozing the unskilled factories so they will be rebuilt with higher tech. You can tech up with (I believe) a Community College for Tech 2 and (for sure) a University for Tech 3.
  12. It's pretty well suspected that the "central commercial with all roads leading through it" model isn't ideal in SC. If you want to grid it, you're better off having Residential in the middle with Commercial near the road/rail and Industrial downwind. Otherwise, you can do quarters, with an avenue from Residential directly to Commercial and an avenue from Residential directly to Industrial. Since goods don't travel at rush hour, and Sims don't travel direct between Commercial and Industrial, you don't need streetcars/avenues between Commercial and Industrial.
  13. Players for a new Region

    GoalLineStalker I've been pretty successful building education cities, but I'll do anything. I'll send a request shortly.
  14. This is great information... I assumed that commercial needed to be between residential and industrial zones to take advantage of traffic, but I guess that's not the case any longer. My next city will definitely be zoned in quarters rather than sequential.
  15. Looking for more people US East 3

    Can't seam to find you. Are you in NA east 3? Try now. I was in NA West 3.
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