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Epic-Nemesis

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  1. Fixing your city: reading the charts

    Even though games aren't concurrent the game still tries to apply regional RCI supply and demand. The mechanics are there but original intentions were changed. At any given point when a city is played, each city can simply report it's supply/demad of freight shipped to a trade depot. Unless the city has been played again to change that number then that should be regional supply for freight from that city. If that supply is used up then the global markets can fill in the gap but at a higher cost. You want cities within the region to keep the money between each other rather than lost to the global market. Even an abandoned city can maintain it's supply and demand.The downfall is that a city can be bulldozed to rubble and send a shock wave through the supply/demand chain.
  2. Fixing your city: reading the charts

    C depending on freight IS a good mechanic. Freight can come from I produced locally, or I regionally, or from global markets through trade depots (access to global markets). Why is not that not a good mechanic where as I depending on a trade depot or C to ship it's goods to? It's ok for I and not C? Why do we need a trade depot for freight when it can just poof out to the global market at 6am and 6pm?
  3. Fixing your city: reading the charts

    The I to C relations isn't broken since C is a destination for I to fulfill its need to ship freight so it can function. But C has no return relation to I. It creates demand for I through freight orders but does not need them to be filled to function. C autofills inventory at 6am and 6pm or when the building opens for business. By all logic C should be the reverse of I. It's freight demands should be fulfilled through a depot, region, or I for it to function. It has been mentioned that this was the way it originally meant to be created but later changed due to problems. You can see it in the mechanics.
  4. Fixing your city: reading the charts

    A trade depot creates freight orders just the same as a commercial building. Plop a depot and watch the freight orders jump. This creates an artificial/faux demand for industry that does not necessarily need to be filled. If you are producing more freight than what is demanded by the depot (even though the depot graphically appears empty) you will often get the "Nowhere to ship freight." Yet you do see it sometimes due to other factors like traffic, game glitchiness, etc. Your best bet is to simply ignore I demand. You can't balance the numbers across the board. Fill jobs and shopping the best you can. If you do use industry just make sure they have workers and a place for their freight. Don't overproduce - It is ok to under produce since unfilled freight orders has no negative effects while overproducing does have an effect on industry.
  5. Fixing your city: reading the charts

    The RCI bar isn't a result of what you already zoned. It is a representation of the supply and demand from the chart. A high yellow bar means you have more freight orders that industry can satisfy. Zone more I or reduce C A high blue bar means you have more shoppers than your C can satisfy. Zone more C or reduce R. A high green bar means you need workers/shoppers. Zone more R or reduce I or C (Workers creates much more demand from R than shoppers so reducing I would have a bigger effect). Industry influences R the most, R influences C the most, C influences I the most. One thing to keep in mind with the charts is that there is a disconnect between C and I. C does not use or need freight from I but it still demands it which artificially creates demand for I. Industry really isn't needed and you can ignore the I demand or just use it for the heck of it. Since there is a disconnect and the numbers aren't balanced, you won't or can't balance all three. I do agree about separating wealth classes. Separating wealth classes is just easier to manage the amounts needed to closely balance the population charts. I also keep low wealth/high density thinned out. Too much low wealth/high density buildings together tends to be a traffic nightmare. Unless you want a highly populated city, you really don't need that much low wealth/high density zones anyway. I also like to intermix C and I into R zones to create walking distances to work and shopping and also spreading out the traffic than everything clumped together.
  6. I have had traffic jams in cities of 5K. I had major jams in my current city when it was 14K. And that is with a regional bus system and one streetcar depot and almost all avenues. The residential traffic is shoppers, workers, and those pesky community college students. The city entrance traffic is mostly those going to the in-progress arcology. The city had about 34K with that tourist apartment building by the end of the evening yesterday. The arcology was finished just shortly before I went to bed, and then I destroyed almost all of the electronics industry. We'll see tonight how my traffic is. All I can say is that the kinds of traffic jams you get in 5K cities and the kind you get in 600K cities are worlds apart. Imagine a city where the traffic is so bad that people can't even exit driveways, where the fire trucks are barricaded inside of the fire station, where people sit in traffic not just for hours, but for days and weeks on end. That's the kind of traffic we deal with in big cities in this game. I understand. My point is that traffic problems can rear it's head in a village, as well as a city. It's counterintuitive. Having traffic in a 600K city is to be expected. It isn't in a starter 5K village with ample streets and avenues. Do you have a university or a CC in your large cities? In all of my cities the higher ed clogs up the streets. Aside from the bottleneck entry issues, higher ed seems the biggest problem in my cities. I haven't taken the tourist route very far. From those screens someone posted with all the taxis, I can only imagine how that will go. It's ridiculous. Damn I can feel a rant coming on, so I'll just end this. If you zone your RCI close together it can free up alot of traffic problems. Especially in high density low wealth areas where sims/building are sky high. You want to keep them of the road and walk to work and shop.
  7. My point exactly, you let your city grow, you probably weren't in the green, and you city turned into a total dump, people getting sick and dying, crimes happening, buildings burning down. It's no wonder no one wanted to visit your dump of a city anymore. Found out in my first couple cities when the game came out that the train station is a great place for casinos. Never thought the regional bus station would be just as good. The right placement is key for those casinos as I plopped a couple by train stations and another across town. The one across town went to hell in a heartbeat. Only once did I try a higher wealth casino and it was a disaster. Didn't know what I was doing then still really don't when it comes to casinos. That and I didn't know happiness could be such a factor and that city had a ton of problems. I wonder if a stadium can pull enough high wealth tourists to supply a higher wealth casino...
  8. RCI Nightmare..

    I think when they say "not enough skilled workers" they are not talking about the education level but rather wealth level. Check your employment figures (click on the population total) and see if you have open medium and high wealth jobs not being filled by city residents or commuters. If you do, you may need to upgrade the wealth level of some R zones by building parks or something so those jobs are filled. Of course, that will affect your ratio of low wealth sims to low wealth jobs, but that is another issue. I always thought skilled worker were those of proper tech level that I am unsure of through. just could be medium tech industry just has jobs open like you said.
  9. How freight works ?

    Smooch...
  10. How freight works ?

    You are not forced to build anything at all. Sit there with an empty map if you would like. But you actually want to create a city you are Forced to build roads. IF you want residential then you need to build R zones. The sims that move in will only stay thus requiring some sort of income. You choose what that is parks, C, I or from another city. If you do build C then in order for C to survive you have to have R from somewhere. If you build I you must have a depot or C somewhere for it to reach maximum potential or you simply get abandoned buildings. In alot of ways the simulations does force your hand. What you say about global markets. Again there is no relationship between C and it's freight demans. The depot does nothing with freight to C. Would be nice if there is no industry to have the depot import freight at a cost then ship to C. It does not. Same with air freight, cargo for seaports, etc. Again the mechanics are in the game but for some reason it was omitted or taken out because of one reason or another. All that has to do with the FACT there is no relationship between C and the freight it demands. Even a stadium can require freight thus creating an all around supply/demand relationship. So what you are saying is that you want to see an agent delivery truck and watch it go into a commercial building (already in the game), and that if you don't have industry providing these delivery trucks to your commercial, then all your commercial buildings should abandon and the business should go bankrupt with zero profitability... Of all the things to complain about in this game... this is the battle you choose to fight... OK my friend whatever helps you sleep at night. Or make them more profitable or be able to serve more shopping sims or let C fill up more frequently. Just have an effect. I mean if R does is not satisfied with jobs or parks they run out of income. Why not let C run out of products to sell. The mechanics are there for it to happen. Just either buy off global market through trade buildings, supply it with I, or get it from another city in the region. It really isn't that darned hard. But to have C demand freight but have no effect by what it demands...you can't tell me that was completely intentional. Then why have the mechanics in place. Really? You are fighting with me over this? Wow...way to choose YOUR battles . Especially telling me that this fight isn't worth fighting yet you are here fighting about it. I tell you my friend...that is idiotic ! There are plenty of other things wrong with the game. I was pointing out the fact that the mechanics of the game is omitting the relationship between C and it's freight demands which is a HUGE aspect of zone relationships and regional/global markets. Ignorance is bliss my friend. I guess if it makes you happy.
  11. How freight works ?

    You are not forced to build anything at all. Sit there with an empty map if you would like. But you actually want to create a city you are Forced to build roads. IF you want residential then you need to build R zones. The sims that move in will only stay thus requiring some sort of income. You choose what that is parks, C, I or from another city. If you do build C then in order for C to survive you have to have R from somewhere. If you build I you must have a depot or C somewhere for it to reach maximum potential or you simply get abandoned buildings. In alot of ways the simulations does force your hand. What you say about global markets. Again there is no relationship between C and it's freight demans. The depot does nothing with freight to C. Would be nice if there is no industry to have the depot import freight at a cost then ship to C. It does not. Same with air freight, cargo for seaports, etc. Again the mechanics are in the game but for some reason it was omitted or taken out because of one reason or another. All that has to do with the FACT there is no relationship between C and the freight it demands. Even a stadium can require freight thus creating an all around supply/demand relationship. So what you are saying is that you want to see an agent delivery truck and watch it go into a commercial building (already in the game), and that if you don't have industry providing these delivery trucks to your commercial, then all your commercial buildings should abandon and the business should go bankrupt with zero profitability... Of all the things to complain about in this game... this is the battle you choose to fight... OK my friend whatever helps you sleep at night. Or make them more profitable or be able to serve more shopping sims or let C fill up more frequently. Just have an effect. I mean if R does is not satisfied with jobs or parks they run out of income. Why not let C run out of products to sell. The mechanics are there for it to happen. Just either buy off global market through trade buildings or supply it with I. It really isn't that darned hard. But to have C demand freight but have no effect by what it demands...you can't tell me that was completely intentional. Then why have the mechanics in place. Really? You are fighting with me over this? Wow...way to choose YOUR battles . Especially telling me that this fight isn't worth fighting yet you are here fighting about it. I tell you my friend...that is idiotic ! Remember you are the one that came here fighting and making rude comments. I made an observation and provided some ideas for solutions to make the game better. There are plenty of other things wrong with the game. You are the one fighting the solutions and ignoring the fact that the mechanics of the game is omitting the relationship between C and it's freight demands. Ignorance is bliss I guess my friend. I guess if it makes you happy.
  12. How freight works ?

    You are not forced to build anything at all. Sit there with an empty map if you would like. But you actually want to create a city you are Forced to build roads. IF you want residential then you need to build R zones. The sims that move in will only stay thus requiring some sort of income. You choose what that is parks, C, I or from another city. If you do build C then in order for C to survive you have to have R from somewhere. If you build I you must have a depot or C somewhere for it to reach maximum potential or you simply get abandoned buildings. In alot of ways the simulations does force your hand. As of now the negative impacts aren't that great. No jobs? Buildings abandon after a while. Just bulldoze and new sims move in until they are out of cash. What you say about global markets. Again there is no relationship between C and it's freight demands. The depot does nothing with freight to C. Would be nice if there is no industry to have the depot import freight at a cost then ship to C. It does not. Same with air freight, cargo for seaports, etc. All that has to do with the FACT there is no relationship between C and the freight it demands and the FACT that C self generates it's goods. Why make it a demand in the first place? Even a stadium can require freight thus creating an all around supply/demand relationship. Again the mechanics are in the game but for some reason it was omitted or taken out because of one reason or another. You did mention flying out freight to other cities which is fine because it can help fulfill the freight demands of that city if region play worked correctly. We have to pretend that does. But within that city it does nothing for C. It satisfies that C demand for freight but has no impact on C. We are looking at this from the point of view of C not I here. C does not have a relationship with it's freight demands thus has no relationship with the region or global markets. Again I am not say you should be FORCED to supply it but would be nice to have it's freight demand be influential to C if those demands are met or not. Just like every other zone. You don't satisfy your shoppers then you have negative impact. You don't satisfy your industry then negative impact. You don't satisfy your C freight demands. It doesn't matter. Who cares. Really? Was that the way it was intended?
  13. How freight works ?

    Quit being an a.. I didn't say it was broken nor imply that it was broken. I did suggest it may be intended. I was saying that IMO I would like to see C more dependent on I or at least I to have a larger role in C in some way. The groundwork is there in the game. You cannot deny that. It is there. THAT IS HOW IT WORKS! I said that I need to ship freight somewhere. I have also been saying that R creates C demand for shoppers. There is no link between C back to I as there is only one way link from I to C. The only link is that C increase freight demand and thus demand for I. R needs C because what C produces satisfies R and that is merchandise and jobs. R does not need I but I needs R. The reason R does not need I is because what I produces is not fully needed by R through C. It does satisfy jobs though. In the game commercial does not require freight. IT INCREASES FREIGHT DEMAND. What part of that do you not get. I believe a depot may have this effect also. Look at your pop chart under details. Zone C and watch your freight demand. The designers made the game so where I supplies C with little trucks filled with their freight. That satisfies the freight demand thus satisfies the demand for I. That freight at this time has no effect on C nor the merchandise it carries. The reason why is C autofills merchandise at certain times instead thus C does not REQUIRE freight. So C demands the freight yet has no effect if satisfied or not? That is idiotic. Yet why have I ship to C in the first place if there is no effect whatsoever on C and just I. Wouldn't it be easier just require a depot which is dirt cheap? No, I believe the designers intended for a more in depth supply/demand relationship between C and I. Again in real life you have to have industry for and C to exist. I don't care if it is paper, pencils, copiers, desks, carpet, building materials, etc. This version of sim city is trying simulate that the supply and demand relationship between RCI in a more in depth way. Just part of the chain is not there for whatever reason.
  14. Traffic Improvement Tips?

    If there are not enough shoppers then you need shoppers of the wealth class they require. Reduce C or increase R. If there is not enough places to shop then you need more C or less R. Both cases should be in their wealth class. If you have an R right across the street from a C, they are of the same wealth class, and they are complaining about not enough places to shop, it is because the C across the street is sold out of merchandise. Shoppers won't go there. They will go somewhere else. IF there isn't a somewhere else then you get that message. In other words you don't have enough merchandise supply or you have too many shoppers. The only way to increase the supply is to increase density or zone more C. You could reduce R by decreasing density or removing some R zones. Be mindful that they just might not be making it to other commercial areas because of poor road design, traffic, poor mass transit.
  15. How freight works ?

    I agree.. But I noticed that the more I play, the less I build industries.. As long as my shoppers are satisfied and unemployment/opened job no too high, I ignore the unfilled orders and don't add Industries. You need a minimum of industries if you want to mine or if you go electronics.. But once you are satisfied with the number of mines you have, you can destroy your industries. I bet the same is true for electronics.. The groundwork is there for I to supply C. It may be turned off right now but hopefully in the future they utilize it. But at least this way you have the choice how you want to build your city. You don't have to have industry if you don't want. For me I like to balance those freight orders and use them. As the poster said above it is a nice tax revenue. I don't know if fulfilling freight orders increases the profitability for C though. Would be nice if it did and you generate more tax revenue. Will have to look into it. It's work as intended, if you have C then Industry will be profitable without trade depots, if you don't have C then you can use trade depots. That isn't the problem it is that C isn't dependent on I or a source of freight. The groundwork is there though for it to happen. Why exactly should it be dependent on freight, when has it ever been dependent on freight in Sim City? You telling me that financial planning services requires industrial freight? Accounting services and real estate services require industrial freight? Law offices require freight? Give me a break man, goods don't mean microwaves and groceries, goods encompass all types of things people shop for. I have no idea who started this rumor that Commercial is SUPPOSED to get freight shipments and the link is "BROKEN". This was simply some rumor that someone started and it spread like wildfire. Who cares if it has never been in a past sim city. We never had to worry about a trade depots, electronics, coal, oil, etc. but we have them now. The game has changed. Financial planning and service oriented C? Use your head man. Office supplies could be considered as a use for freight. Freight does not have to mean microwaves, groceries, etc. But the game could use type of C for freight orders such as merchandise vs. service oriented commercial buildings. If you watch your stats/maps when you zone C it creates freight demand regardless of commercial service type. Even accounting buildings carry merchandise (look at your map). Industry ships to those buildings also. The mechanics are already there for I to supply C. They already do in a way. IRL you cannot have a service only commercial economy without some sort of industry to supply what they need to operate. In the game that supply is created out of thin air. All I am saying is the mechanics are there to supply those needs with I and actually affect the game. Maybe to make C more profitable, or give C a more continuous supply rather than at 6 am and 6pm, or increase the amount of merchandise they carry, or whatever.
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