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AusQB

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About AusQB

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  1. Not sure. I never usually have to place more than one depot, but given the expanse of your avenues, I would say two depots is probably warranted. In the city I'm playing currently, my streetcar network is essentially just two adjacent rectangles covering about 3/4 of the city. I have one depot (8 cars) and about two dozen stops. I get about 80k riders a day and my average wait time is just over half an hour. So it really varies on the city's layout and demographics. Do they still clump up like that after a few days? How long have you left them to spread out?
  2. Having the same sort of issue. I have a city with mostly educated residents, so there's a lot of recycling; about 10,000 bins daily (it was actually quite a bit higher but I may or may not have crushed their spirits once or twice trying to expand my electronics operation). Even with five recycling centers with a total of 80 trucks (I figured more would yield me more recyclables hence more plastic and alloy), I barely manage to collect 85%. Does having more centers increase the amount of bins picked up, or does it more or less just spread out the distribution? Or does it have more to do with my traffic, meaning they can't get to all the bins before their shift ends? EDIT: I got rid of three centers so I just had the two running. I got exactly the same collection rate, so building more centers doesn't result in more collection.
  3. I believe this is one of the issues they're currently working on. In their "Currently in Developement" thread, they posted this among the other fixes: Hopefully this distributes them a bit more evenly. Full list of upcoming updates: http://forum.ea.com/eaforum/posts/list/9437292.page
  4. Your depot needs to be set to local.
  5. I recently filled up the alloy portion of the space center, but the trucks keep stealing the alloy from my depot and taking it to the site anyway. I'm trying to stock it up to send to another city so I have it set to local, but the game still thinks it's meant to be used. I tried bulldozing and replacing the depot, but it does nothing. The issue is at the site, the "send resources" state is locked in and doesn't get disabled when it's full. I had to resort to setting to export and quickly gifting the alloy ten tons at a time whenever I could. Is there any possible way around this?
  6. First, just double check that your depot(s) is/are set to use locally. Then, go to the great works site, disable sending resources and re-enable it. This won't reset the already sent resources, it'll just make them remember what they were meant to be doing. Lastly, if it appears that they're driving to the site but the numbers aren't going up, just be patient, it takes some time for the servers to update the resource levels. I sat waiting on cheetah speed for a good two hours while one bar filled up.
  7. Does anyone else get stuck on cheetah speed after a while? I've been playing for a few hours, and while waiting for my cities to send resources to a great work I just left it on cheetah speed. I usually use cheetah anyway just when there's nothing going on, and I typically don't have any issues throughout the session. However, after a few hours real time the game will simply run on cheetah no matter what. Pressing the number keys or even clicking the UI has no effect. The only solution is the restart the game, which makes me nervous because I'm not certain it syncs properly in this case.
  8. I appreciate that this could just be a server side issue, but I approved a great work from one city and then switched to another city to start sending resources over. However, that city doesn't see the great work as approved. In fact, I can only see the great work in development from the city that paid for it. Should I just wait a little longer for it to process for the other cities? EDIT: It seems they are slowly catching up one by one. You just need to have a bit of patience.
  9. Hmm, maybe I could improve my tourist city somehow? Are you saying that if it can accommodate more visitors then less will go to neighbouring cities? Last time I played it, things were pretty slow. I could turn a profit from events at the expo center, but I couldn't get enough people to the pro stadium to cover the costs. I think that is due in large part to the concentric circle layout, for which I used avenues for the circles rather than normal roads, which I read is a very bad idea.
  10. I have an education city, which I was able to miraculously resurrect from the depths of processing, with just a university and a few libraries, as well as a processor manufacturing operation. I have about 170k residents, which shot up when I lowered taxes, but I have over 610k visitors and they are causing major gridlock in my brick-style street layout, resulting in very slow trade. Daily there are about 20k medium wealth workers commuting in, 54k shoppers (mostly medium wealth, some low) and 2k tourists. Is there any way I can lower the amount of people coming into the city without hurting the city itself? There is a tourist city right next door and I plan on making a gambling city on the other side, should that help alleviate some of the load?
  11. So I hit the target and immediately plopped two smelting factories to make metal. I'm finding that exporting metal is just not as profitable as the ore. Perhaps it's because I stopped exporting the alloy, which I was holding onto to go towards the space center. However, one of my cities is currently processing. I don't think I'll be seeing that one again. This game is so much fun, but one little hiccup can render your hours of work completely wasted.
  12. Basically, plopping an extension building to an HQ is essentially approving (unlocking) the building permanently. I can plop one extension, and it becomes approved. If I then bulldoze it, I can only choose from approved extensions to place in its stead.
  13. Ugh, so close. I set up two more trade ports, one on a rail and one by the water, for a total of three. Two had six ore lots, and the third had four ore lots and two alloy lots. I spent a whole day letting them fill up (I only had about 20 tons of alloy) and then come midnight I let them rip. It was actually very exciting and nerve-wracking, but just before midnight I hit $1.92M. If I had just a bit more alloy it would have easily topped off. I'm just going to let the alloy accumulate a bit more while I continue to export the ore to make even more money. This little attempt obviously netted me quite a lump sum.
  14. Is there any way to effectively reset specialization HQ buildings? I built a metals HQ and plopped the commerce division as my first upgrade. However, for the next upgrade, I stupidly thought the engineering division provided an advanced mine for both metals (coal and ore), but it was only coal. As my city was purely ore, it was obviously a complete waste. The infuriating thing is you can't bulldoze one division to place another, you have to plop that same building. In my current state, with seven full ore mines, a trade port and a recycling center producing metals and alloys, altogether generating $691k/day, I don't see any way to reach the $2M profit target.
  15. I'm having issues creating high wealth land. I placed down amphitheaters and they provided a bit of high wealth spots, but I needed the coverage to spread to residential which was just out of reach. However, I had to close them because I was running out of money (keeping a purely culture-driven city running is tough) and replaced them with small fountain parks. While they are still high wealth parks, there are literally no high wealth pockets anywhere around them. Only when I placed two directly next to each other did a few pockets appear. It seems stupid that only the overlap results in high wealth. Is there any trick to maximizing high wealth land value coverage while minimizing operating costs?
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