-
Content Count
69 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Srafty
-
Yea, a few cycles after plopping the hospital my ambulances come back, well 1 has... the first time i spotted one of my own ambulances, it was leaving the city "taking patient to hospital" strange that it drove straight past the hospital on its way out (yes it was my ambulance not the neighboring citys). shortly after that everything started working again... tbh im really not sure what rectified the issue.
-
give it a full day night cycle and see if they leave, i think thats about 4-6 days game time... if they dont leave and infact continue working correctly then its a bug and u lucked out... obviously you must have very busy bust stops for them to remain active, however i suspect the moment they run out of passengers to pick up then they will "leaving the city"
-
plopped a hospital with absolutely no effect. have build a city to the side that is sending 6 ambulances, while the main city sends it 2... thus far it has said "ambulance man's ambulances to the rescue" once.. however no ambulance came... i guess i will have to let it run for an hour or 2, to see if there is any effect. Edit: lol spoke to soon... the neighboring ambulance arrived a day or 2 "game time" after the sim had died!
-
in the end the moment you see 1 abandoned building for any reason other then "disaster" you know you have a problem, the challenge is normally tracing this issue back to its roots before it becomes uncontrollable. i would say radman is "as always" correct, with saying you need a few more higher paying jobs. from what i figure you can also combat this issue by adding parks relative to the wealth or by lowering taxes. also ignore what people say about the happiness tax threshold, it is true that between X and n % tax doesnt affect happiness. however, in practice every 1% of tax can make a large difference on the true\projected out come of happiness. in your case 1% less tax could make all the difference. 9% is probably the root of your problem. i find a basic city seems to require 8% or ill endup with the exact issues as you are experiencing now i normally find myself sitting on 7-10% Tax
-
its almost impossible to mix $$$ and $ sims due to land value, how do you go about this? also how do you mix C with R, before Tech.. i always have $$$ R way before ill have tech. thus C (pollution) anywhere near them is a no no, trees work yes. but forget to plant them every 15 mins and you play catch up for the next 6 hours real time
-
"Criminals per day" found cause, what is the solution?
Srafty posted a topic in SimCity (2013) General Discussion
How dose one stop this number from rising exponentially? really how do you prevent it in the first place, by the time my first criminal attempts his first crime, in every city i have ever made. he has already managed to get a count of 7 - 20 "criminals per day"... with zero crimes committed per day the criminals per day number keeps rising... do i really need to entice criminals to attempt a crime? after building a city just to observe criminals run rampart... i have been able to figure out the fact that each time a criminal leaves his house "going somewhere" they either attempt a crime and gets busted! or simply heads home... However! upon not attempting a crime they change their status to "committed crime, returning home!" the very moment they arrive home the "criminals per day" number rises.. i now realise detectives should eventually work but i had no luck with them in a previous city, due to cost vs effectiveness and the fact they require a university just to place them!!!! So back to my question.... is the only viable way to keep this number in check, by arresting criminals in the act? if so then how do i tempt the to attempt crimes more often? This is becoming a real pain when trying to maintain 90%+ happiness with all RCI $, $$, $$$ and low to high density... "without being cheap with the tax or park use" anyone can get 90% by lowering tax that's not my aim. Edited first line for clarification -
Correct, it works this way for all service \ emergency vehicles, it gets rather annoying when you have 12 garbage trucks head up a dirt road to collect garbage... not only do they all head up there but they all get stuck behind the first truck which stops at every house and then "sigh" when they reach the intersection otw back out 1/2 of them decide to do a Uturn because the game breaking AI tells them its a short cut, how the hell is doing another lap of the dead end street a short cut!. so instead of turning left or right every second truck dose a uturn that results in another blocky of the street they just cam from!!! anything that a vehicle has to wait for (even if its only for a split second) will cause said vehicle to attempt a reroute,, 90% of the time it just makes things worse. buses emergency services and any other response vehicle just causes traffic jams because of the Congo lines.. i haven't lost interest yet because i am still learning how some parts of the game work, but F-me traffic is plain stupid... P.S park and ride are best used at city entrances; that is, train stations main road connections, ferry's and airports. try to keep them away from your R zone, unless they work with $$$ residents who normally insist in driving to work.
-
did you even read my response? im pretty sure i mentioned something about each great works having different requirements thus you would have to figure out the required storage for your self "if" you choose to do it that way... honestly if you expect others to answer with exact numbers that are easily attainable via Google or in game then you might as well ask them to build your city for you.
-
First you need to unlock the desired great works, then purchase it. once u commit to it you will then be able to send it resources (you will see what i mean once u make the choice)... where u get the resources is up to you.. you can produce \ mine them your self or u can buy them from the global market... or yes you can stock pile them if already being produced, as for how much you will need to store, err not sure they all differ. just goto region view and then to the great works when u mouse over each one i think it tells you what kind of resources it needs to start off with. or u could just google.
-
Achieving Residential and Commercial Max Density
Srafty replied to ArchDan's topic in SimCity (2013) General Discussion
a few medium density $$$ residential is easy, because very Earlie on there will be available jobs for them and since u need to build parks to increase $$$ land value there is no real immediate need to supply them with $$$ C..... when placing parks the entire house need not be covered in dark green, just the roads front edge if the entire edge isnt covered or if for any reason they go down in wealth just demolish them they will rezone instantly as $$$. also each $$$ R takes up quiet alot of room. -
this version of simcity at the core is more like cities XL.. if you didn't like cities XL then you will really hate this as its also missing alot of features that both simcity 4 and cities XL have and remains a lil buggy... but hey if u liked XL and simply got tired of playing it for so long then this might be a game for you "shrug"
-
"Criminals per day" found cause, what is the solution?
Srafty replied to Srafty's topic in SimCity (2013) General Discussion
Should of posted this in here earlier, i think alot of people are missing the point - criminals per day is every criminal who gos out for the day and dosent get arrested, each tiem they return home the "criminals per day" count rises and after a while it starts to ruin your $$$ r, by the time i decided to destroy my city even my $$ R where complaining at me. and i had Zero crimes successfully committed. in fact in that city i don't think 1 crim ever got away with committing a crime. also this issue is nothing to do with region i have only been playing single city solo play, every new city starts in a fresh region. Okay so i guess since posting that last quote i have 1 thing to try for solution 2... reduce the number of police cars, and or reposition the police stations so the entire map isnt green. (thanks for the idea rhadamant5186) i wont be playing for quiet a few hours yet so maybe someone has already tested this? -
err i generally start a new city every second day, and i always leave them runnnig over night, atleased 6/9 so far have been pretty well fine in the morning, takes a few hours to fix it back up - get rid of homeless, pollution, etc etc.. as for the nuclear plant, - 2nd city, never had a single problem with the nuclear power plant in this city, my edu level was atleased 4/12 hats maybe 5 (had 1 of each school +maxed university), tech level was 4 cogs... 4th city = lol 2 libarays, this resulted in unsafe workers, so i turned the nuclear plant off.... months later game time i bulldozed it and it left a MASSIVE circle of radiation 5th city i had 4\5 education hats with no tech and the nuclear plant had a melt down 3 times!! due to unsafe work level yea haven't bothered with a nuclear plant since seems you need to invest way to much into tech, since my tech city was the only one that had no issues. also people only start having unskilled worker issues once they start to increase tech i.e. college or university.
-
Education & Unskilled Workers, Employment & Running out of Money
Srafty replied to Otaku108's topic in SimCity (2013) General Discussion
you could also try placing 1 low density shop in that area, personally i would see how it went, however i suspect that it may ruin traffic flow because all the sims within X radius might attempt to work there before setting out to their usual locations. still might be worth a shot. "side\direction of road travel matters alot"... if it fails a side affect could also be, being able to pinpoint if its related to the sims not making it to work, a bit of a guess but if this was the case i would expect to see even more sims having money issues because they wasted to much time traveling to the closer shop that already had workers. just a thought -
Regional Crime is suddenly KILLING a nice profitable city!
Srafty replied to LGMizzell's topic in SimCity (2013) General Discussion
this thread has been a good read over the last few days. i really do not think you can win. i ruined my last city just attempting to reduce "criminlas per day".. i had 4/12 hats education, via high schools (99.9% enrollment) i had 100% employment - from what i seen in 4 cycles of day\night everyone was making it to work (checked periodically) i had a happiness of atleased 85 % but mostly 87% for about 1 year i had very low pollution (almost none existent) i had Zero crimes per day EVER I had sub 10 arrests per day (attempted crimes) i had 2 police stations plus 1 precinct (precinct is rubbish even detectives do nothing to prevent the issue i was having) None of my police stations ever released a criminal early yet criminals per day was always on the rise the only real issue i had was on occasion a ware house would burn down because i never buy hazmat... Oh and even tho there was 4 trade depo right next door to my factorys (spread out) they occasional complained "now where to sell freight" but at the exact same time the very same factory would state "freight is making huge profit!" this was the one thing stopping me from getting to 90% happiness "without cheating by lowering taxes - taxes where at 9%" in the end i give up on trying, basically i couldn't figure out why people where turning to crime, and why that number was in fact always increasing. ffs i didn't even have 1 homeless! This actually started happening the moment i got rid of my grade school because it was replaced with a high school.. so my education took a hit down to 4 hats from 4 1/2 for a few days while all the students merged over.. "This" is the only thing i can think of that might of had an effect, but i played this city for over 20 hours real time after this thus had over 4 hats of education for years.. but still its the only thing i can think of so i have since demolished one of my prized citys to start again.. anyway i kind of hope this doesnt discourage you from trying to fix the problem, as i have gotten a few good laughs from this thread, just thought id share my experience and hopeful someone looking here might have an answer to my issue. Edit: figured out the cause and 2 possible solutions, solution 1 is detectives at a higher ratio of 1:1 (that's 750/hr +60k per wing!!!!) criminals thus very expensive and also requires a university, solution 2 is to somehow get criminals to commit more crimes, but getting them to commit a crime well that i haven't figured out -
i really cant think of anything, maybe you put it down a little to soon? i have only bothered to use a university once thus far and had no issues, however 1/2 my students come from global. maybe ferries park and ride or something like that might help, or maybe its just a time thing.
-
Utilities... where to get it and dump it.
Srafty replied to TuxedoKamen's topic in SimCity (2013) General Discussion
most of this has been covered by previous posters, no harm in giving my 2 cents right? it should be viable to use a water pumping station and sewerage treatment plant before 100k pop, these "MUST" be placed right next to each other. by doing so will create unlimited water. Late game you should only be using the water treatment pumps but until then, you should be using normal water pumps and planting trees around them while keeping your sewerage treatment % above 80%. Note: once fully upgraded combined theses 2 buildings require "alot" of room. 100k pop and you are having garbage collection issues !!!! pure speculation but you have traffic issues, a city with less than 120k pop should require no more than 6 garbage trucks. repositioning your garbage dump may help but it will only solve the problem if its positioned in such a way that your trucks constantly avoid early morning rush hour. your best bet is to redesign some roads. your "No room" problem can be solved by increasing density, the screen shot by lordax is a good example of how much room u should have remaining. Note: density results in less workers more consumption etc etc so be ready to basically rebuild your entire city if it was build map wide as low density. Totally disagree, While simcity 5 may be geared towards multiple cities solo can do just as well, i dare say better because of the game knowledge required to pull it off, it will ultimately result in a higher density city due to efficiency. multiple cities just let you get away with wasting resources, thus ignoring traffic and every other aspect because u can just throw money at it. while i wouldent mind playing with others, msot of it is just griefing or peopel not returning to the region "ever" so I have no issues playing solo. playing solo in a region with only 1 city, just means you will almost always have a low budget (no shared utility no minimal payment for water\sewerage etc)... basically this means you will need to build efficiently in every aspect unfortunately something only learned from research and mistakes. If you let things get to far out of hand its is very very VERY hard to fix because you simply wont have the funds to just throw at it.... 1 example of something you need to do in solo city play that is totally ignore in multiplayer can be seen in my example of how to go about using the water\sewerage treatment system. in my not so humble opinion, when building a "Real" simcity (not some R+I or R+C only), single city solo play is much more challenging. but entirely possible... i would love to play in groups sometimes but tbh if you dont already play with people you know then its only worth it if you plan to build a quick nasty test city which u can do in sand box. -
Advanced Safety/Utility buildings are too expensive!
Srafty replied to Ghachii's topic in SimCity (2013) General Discussion
from what i have found if you play in a style that keeps your city at 88%+ happiness while keeping an eye on your traffic to ensure its none existent (without mass transit). Then you will have a very very very small income, and your city will take AGES to build. but the plus side is that keeping an eye on everything instead of just plopping away, teaches you much about how things work and if you restrain from letting the city run its self whiel you sleep it results in a perfectly runnnig "near" self sustaining city.. i am just about to start my 10th city, most of my citys get to 150-300k before i decide i want to try something different, thus restart. To this point i have not once required an advanced safety building (i used them in the first 3 maps like a mad man). however using the hospital for the wellness center is worth while and i still tend to use it on occasion, once again however, since i have been planting trees, concentrating around the edge of map and over ground pollution but also over the entire map, even the wellness center is seeming like it has no use. and umm, hazmat, lol. maybe if u have alot of industrial. i choose to ignore hazmat since buildings always rebuild at the exact same density and wealth, who cares if 1-2 factorys are lost once in a blue moon (maybe if your going for 95% happiness), there only gone for a few moments. ill admit i nearly got one just to shut up the fire guy complaining at me! -
A SimCity 2013 review from a CXL fan.
Srafty replied to mhosni's topic in SimCity (2013) General Discussion
haha and no i don't mean ea should sell more re skinned games like they done with that sports game, ant remember the name but basically it was released 1 year later as a NEW game (at full price) and the only changes was to the leader boards lol, hopeful this wasn't EA's attempt at following blizzards strategy. -
A SimCity 2013 review from a CXL fan.
Srafty replied to mhosni's topic in SimCity (2013) General Discussion
im not sure what your intention was but it seems more like a compassion then a review. the point seems to be that most of the new features are ripped off from citys xl... as an X XL player i defiantly agree, more so they didn't even make 1/2 of the features better and in some cases worse. tbh XL in comparison to simcity2013 it is slightly better, but i got sick of playing it a long time ago. XL had excellent potential because it was innovative and simcity had even more potential just because of its name but in the end neither are really that good for a city builder when compared to simcity 4. what the developers of simcity 5 "should" of done is exactly what blizzard done with SC2: code a new engine, add more features while not removing any and updated the graphics. Starcraft arguably held "the Best of its kind" for years, if blizzard made SC2 any other way it would have failed, but like the first one sc2 is now king of the hill. What i dont get is, when a game is the best of its kind why make a totally different game at the core and slap the same name on it, this clearly destroys the name for any future releases, (none of the games being made since the last stock crash have been any good compared to the potential they had). it is clear from the success of SC2 and the failure of so many other sequels of leading games that this is a No no. Err way off topic, oh well nothing like a good rant, i just wish theses companys would learn from each others mistakes and successes. -
imo if u have never played a city builder simcity 2013 would be a good start, as it is very basic. once u think u have gotten the hang of it i would suggest moving onto simcity 4 if you would prefer alot more options and depth.
-
someone in a previous thread pointed out that using the rubbish dump or oil refinery in edit mode (probably dont need to use edit mode just make sure its connected to said building), to add a dirt road, will allow incoming\outgoing freight "such as oil delivers" to power plants... i still haven't go around to testing this but i have seen freight delivery trucks doing laps on my oil field so i am pretty sure it would work. some how i suspect this is not intended and may be patched, lets just hope that if this is the case then they "Fix" it by adding service roads that only allow emergency and freight vehicles. bus lanes, decent road connection options, and a way to control tunnels and bridges wouldn't hurt with said fix .. Spend over $4m yesterday trying to get a bridge to go exactly how i wanted it (damn razer mice and being prone to double click!!) went bankrupt trying lol, haven't played since.
-
college has no busses? and increases tech? if your only interested in reducing crime health and fire related issues (education) then go with the high school, however putting it down late might end up with you playing catch up on crime for quiet a while, aswell as having much higher emergency service needs... i normally choose to go with an elementary school and try to keep my education at 4 hats - this results in the need of only 1 of each basic emergency service, with little to no upgrades, for a very long time... once my elementary capacity is exceeded (max upgraded) i will either replace it with a high school or keep it and place a high school.
-
Homeless, homeless everywhere (see pic)
Srafty replied to MOWS 4 U's topic in SimCity (2013) General Discussion
i started to get a homeless epidemic, has been an issue in 3 city's so far.. this time i destroyed all my parks and made sure i bulldozed every abandoned \ rubble building the moment it poped up. took about 5 days game time for them to finally start leaving. once i noticed the first few leave they all disappeared pretty quickly... i have tried to get rid of them so many times before... seems if u have parks even if turned off, then its impossible. well actually i still have 1 homeless but i think he is just bugged and should disappear when i reload the game... i guess i should do that before plopping all my parks again. -
okay so i have a total of 24,156 at a ratio of: work force of 12,158 shoppers of 8,451 students 3,547 how is it that my city has 125,969 population? i am playing in a fresh private region and have only started on the one city, there is zero tourists and zero commuting workers, shoppers or kids. so i think im right in saying that the population isnt coming from out side my city... from what i know utilitys, shops, factorys and parks do not produce population, but instead require workers to make them run etc can anyone please explain to me where the extra 100k+ people are coming from? oh and as i just realised the region and city pop is the exact same so defiantly not from outside my city
