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boddole

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About boddole

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  1. Few updates on some things I've tried: -Took a educated city and took their EQ down, no change (CO demand would sometimes get slightly better, but only briefly) -Took a uneducated city and moved their EQ up, lead to a noticeable growth in CO (from 90-120 EQ and a HUGE spike in CS$ (not surprising, though I am a little confused as to why CS$ would spike so much) -Added another I-HT city, and as soon as I un-paused the game (I was zoning), demand for CS and CO shot way up (although CO$$$ changed much more than CO$$, suggesting that CO$$$ is tied to IHT and CO$$ is tied to I-M). So: Is there any known mechanic that for a given city wide EQ level, a certain % of each R wealth level will create a demand for certain jobs? Ex. for every 10 R @ EQ 40, 5 CS demand (split along R wealth levels), 5 I-D demand? Ex. for every 10R @ EQ 120, 4 CS demand (split along R wealth levels), 2 CO demand (split along wealth levels), and 4 I-HT demand? And/or a similar demand mechanic created by job types? My point would be that at a certain EQ level, demand generated by EQ seems set, and nothing (without changing taxes (which is only effective when using other regions) or adding jobs outside of that region)) will change it. Of course, building up the city population is one way to get around that, but I inevitably end up with fully serviced cities with high desirability and room to expand with negative R demand until I add Industrial job Cities, which was the entire problem in the first place.
  2. This is because the demand drive for CO$$$ is sims with an eq of something like 120-160 and proportional to R$$$ population. The demand drive of IHT is sims with an eq of 120-160, and that is it. So if you have a large population of sims who are highly educated you get a large IHT population. Unfortunately CO$$$ is a bit more tricky since you need a large population of highly educated R$$$. . . So by extension, CO$$ demand would be driven by a fractional population of R$$ with 120-160 EQ (or lower?). And also that CO demand is always going to be a fractional derivative of industrial jobs (in that in order to bump the population up, more industrial jobs are needed, then the inflow of new residents will drive up CO)? And that it will never be the other way around (CO demand driving industrial demand)?
  3. -The taxes for CO in every zone that I want them to be in is 9% (basically either the tax rate in a zone is 9 or 20, depending on what I want there) -Really, what I'm trying to understand is why educated sims seem to only demand IHT and not CO. When I run the simulation, IHT always goes up (now its at 6000+), while CO just sits in the negative (-2500ish).
  4. A few more details: -My game is fully patched and running the most recent version of NAM -A few of my CO cities have the Stock Market, Convention Center, and a Airport, no change. I've also tried covering the map in plazas, no change. -All areas show high desirability for CO Also, if I did hit a cap, wouldn't the demand be 0, not negative thousands? (Think I read that in a few places).
  5. I've got my little region running smoothly, every zone is operating according to plan, and every zone is making money. But a problem has developed....I can only seem to get my educated sims to demand IHT, while CO $$ and $$$ demand remain negative in every zone. More details below: Region: Fairview Pop: about 450k Land Usage: about 50% I've tried moving CO jobs closer to residents, no change. In certain zones, I also have the Stock Market and Convention Center awards among other, still negative demand. On the surface, it would seem that I should just continue to "build out", making more and more industrial zones to satisfy this demand. My problem with it though is that IHT is not a very dense industry in terms of jobs (maybe 100-200 tops per building, while CO can offer thousands of jobs per building), eventually, I'll end up in the same position, with my land maxed out and still a demand for IHT. Is there a way to "convert" all this IHT to CO demand? I was under the impression that the requirements for sims to demand these job types was "education". So if they are demanding IHT, would they not also demand CO (either $$ or $$$)? Any ideas?
  6. Yes, if I understand what you mean [People in Res A go to Empty B (with the dummy jobs) and then go to Ind C (where the real jobs are)]. With that my region is working nicely....and is actually creating another problem, but I'm still trying to work through it before I hog more board space.
  7. @ Mr. Moose: Yeah, threw some industry squares in, sims drove over there, found the real jobs, everything works now - thanks.
  8. Robots. An army of self aware machines with hearts as black as coal? Belching smoke miles into the air as they construct their army of unyeilding, hate filled iron monsters hell bent on destroying those who left them in this god forsaken place? -I ask because its a dirty industry zone, aka "China 5" -Also is a "truck stop" a standard assets in NAM? I looked though mine and did not see it.
  9. Hello everyone, I've got a problem: I've built a residential city, then a industrial city with the appropriate jobs, but no one is willing to go there. In fact, none of them are.....more details below: City flow: Res City A (has a few Cs$ jobs) <-> Res city with stupid commuters <-> empty zone functioning as a glorified road <-> Industrial City Are commuters not willing to travel more than 1 zone for work? (even if the empty zone only has about 4 road tiles to connect the Res city and the Industry City?). I tried simply severing the road connection to City A, then I let the simulation run for a year or so, and the entire Res city was abandoned. For that matter...who is working in the industrial city if no one is commuting there? Ghosts?
  10. Trying to Sort Out Latest NAM Package

    To Mandlesoft: it really freezes/crashes (mouse pointer changes to other modes for no reason, game locks up, screen goes black, never comes back on). May happen when doing anything, or doing nothing (in game or in region view). I have no other plugins or mods besides NAM - going to clear it out and see what happens.
  11. Trying to Sort Out Latest NAM Package

    ^ That is the one I have.......I'm also getting crashes now (while doing nothing)....
  12. Hello everyone, I've recently downloaded the latest NAM package, the "monolith" download, and.......I'm just kind of overwhelmed. I've looked through the docs that came with the install, the faqs on this site, and their site but I'm still confused on the basics (like how to change the "traffic simulator options (basic-ultra)". I see files in the docs that I can't find, lists of notes about version differences and conflicts and I get confused as to what programs come in what packages and if I even have them. Is there a readme that goes over the very basics? (like how to operate the fore mentioned traffic sim options? and not just what it is) or something to that effect?
  13. Thank you for all the responses, I really appreciate it. To answer a question from above: I have SimCity4 Deluxe + rush hour, patched with the 1 official patch I could find for that combo. I'll check out those mod files, thanks for the tip.
  14. I understand that there are way to accomplish certain objectives, but it seems the game designs every region to follow the same pattern, period (ex.Threads say that building a university is a sure fire way to attract high tech industry, but with the population reqs, the only realistic way to get a university is to build up with dirty industry then rebuild). So you have to always follow the same long series of steps, making the same "city" over and over again to please the game balance. The only differences is the layout, and small changes here and there - at least that is how it feels, like its too "realistic" for its own good.
  15. Hello everyone, new player here (I'm a bit late to the party I know...) and I had a general question about the way the game is designed (long boring story ahead): I went into a region square with a fairly small amount of land (with the idea of making it a...concentrated center of high tech industry). Things were not going the way I wanted so I looked around for tips on stimulating HT industry (build this, that, setup areas up like so....), makes sense. So I implement them but shortly after, growth would always stop well short I what I was trying to do. I then read that aside from building requirements there are these "magic ratios" that the game wants before it "allows" more growth, meaning that I have to essentially play every map the same way (first, get these people, then rebuild to get those people, then build again to get these other people, all the while maintaining the correct ratios of all 3 groups). Additionally, it seems that setting up other region square correctly or incorrectly is needed to get the results you want, meaning that you have to play other cities you don't care about to funnel resources to the city you do care about. So, is there a way / mods that "opens up the game" to make it more fun (within reason)? I am really put off by having to repeat the same long series of steps, maintain somewhat arbitrary population balances, and deal with other cities that connect to mine, just to build something I might like managing in the future. Thanks for reading all of that.
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