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5 GoodAbout REvolverRPG
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One-way streets would be awesome. I could finally manage my major-city traffic like a real major city does.
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Hey Griffon, do you build rooms onto your casino or do you just let the commercial zones make the hotels to keep the tourists longer?
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With Cities of Tomorrow, we are so sophisticated and technologically advanced that we no longer need roads to drive on. Using super-advanced technology, we can now condense the air under us, providing a solid surface for vehicles to drive on. May I present to you, the Invisible Bridge
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- simcity
- simcity 2013
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Ok cool, I will give that a try now. I tried the computers last night, on sandbox, and eventually had a monthly income of nearly 2 milion, without cheats (that month at least). So since I took advice from this forum about that and it worked, I'm sure I'll have success here too. Thanks guys
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Getting Medium Tech Industry
REvolverRPG replied to rweather5's topic in SimCity (2013) General Discussion
I'll have to try dezoning once I finally do get a medium to pop up. So I take it it would be easier to tackle the medium-tech issue before you start getting high-tech then? sounds like closing all the schools and waiting for a while would cause a lot of other problems like trash, crime and injuries. -
@RobDanger: Ahh, so it is about segregating traffic then. I'm starting to get good about doing that with commuters from megatowers,but still need practice with commuters from the zoned residential. I hear on YouTube that the sims work at new places everyday and, after work, go back to a random house, making traffic much more difficult. Was that ever true or was it fixed in an update? Thanks for the pictures, and be sure to update me on your amusement perk city, that road layout looks promising, and daunting, lol I rarely ever have 4-way intersections, and I try to place avenues that bring traffic to the inside and another that takes it from the outside. Now that you mention transportation systems, can you accidently make a bus system that congests traffic more than it helps?
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So I'm starting to get a hang of how to balance my lot's space between profit and necessities, but now the real challenge seems to be that evil T word. Yep, Traffic *hisses* I've watched some YouTube videos (not all of them, I'm just to eager to play the game instead of watching an hour long video about playing the game) and I've even seen a lot of suggestions on here. I'm still trying to come up with a very good form of traffic management. Currently, my zoned areas resemble the lines between a brick wall, starting from the gridline at the edge of the map and alternating each gridline between road and no road, intersected by long straightaways. This gives no no 4-way intersections at all. I also learned a little trick about making the intersections of a high density street and high density avenue without stoplights. My Megatower traffic, when possible, is tunneled to the industrial areas in a way that only that tower's traffic will use the road. I have also started putting small plops of commercial zones scatterd within my residential zones (a change from originally using commercial to act as a buffer between residential and industrial). I usually end up getting rid of all of my commercial and just building malls in my Megatowers, but I'm not sold on this method yet. I think I'm doing pretty good, but still, I see the red lines of traffic and feel ashamed of my road-laying skills, so I want to hear more comments about how you guys manage your sims.
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Awesome advice. I'm sure this will do the trick, but yes, it seems like money at the beginning would be the trick. I would just make one city that makes a lot of money the gift that money to other cities and not even worry about them being profitable as long as they serve the region a purpose, but here lately I have not been getting the gifts I send. Gotta love these bugs right? Do I need to build a tourism/gambling city on the water? And as far as using processors to make a profit, the biggest issue I have doing that is getting 5 or more medium-tech industrial to pop up. I got plenty of low-tech and even high-tech, but no medium. Seems to happen everytime!
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I plan on taking the Desolation region and making 7 different cities. So far, that isn't working. I started to pay more attention to the monthly transactions and less to the hourly profit, and for a while there, I was raking in the money, but I've now learned a hard lesson about how important it is to keep a constant eye on your production, or face failure. I think I have computers down, since it is fairly simple, but I definitely don't have tourism down yet. That is still a mystery to me, but I want to learn it because I dont want to have 7 cites that all make money off of computers. I mean I'm a computer nerd and all, but that is just way out of hand! I also dont know much about specializing in trading, mining or drilling. To me, those would be things that you use to supply another specialization, but maybe you can make money with them? And should I aim for zero taxes, or keep them at a level that still generates a lot of profit/hour?
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Megatower Strategy and Problems Discussion
REvolverRPG replied to Griffon's topic in SimCity (2013) General Discussion
Thank you Griffon and cjuk88. I will first check out your city now that I know how and then I will get started. -
Couldn't find this on any one post, but got some ideas already spread out amongst several posts I want more money! I haven't really specialized on anything yet except education (just so I don't have Homer SImpsons working in my nuclear power plants and hordes of criminals on the streets), but I'm not sure if education should even be a specialization. I haven't seem to have found a way to make money of of it yet, but anyways, whats the most lucrative specialization? I find my cities in the end-game phase to be slowly losing money (as I add more modules to services to keep up with demand) Is there something I can do to get more profit per hour rolling in?
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Megatower Strategy and Problems Discussion
REvolverRPG replied to Griffon's topic in SimCity (2013) General Discussion
Thank you, I'm glad to hear they work, and from what you say, sounds like I dont need them considering most of my towers are just residential. Its a shame too cuz my traffic is getting bad and I was hoping for a relief... I'd love to see your city, but I guess I dont know how to do it. I got on your server, and browsed all the games and could not find Tomorrow Atoll. I'm sure I'm doing it wrong, so suggestions would be great. Lastly, What would you say are the most profitable towers, and how do you have to build the rest of your city to facilitate their sucess? I ask because I am having an issue with end-game revenue. I eventually go into the negative, even with 2 OmegaCo factories, so I wanna know the best way to increase profit per hour. That doesn't really fit in this discussion so I'll be asking it in a new post if I cant find an existing one. Thanks again! -
Megatower Strategy and Problems Discussion
REvolverRPG replied to Griffon's topic in SimCity (2013) General Discussion
First of all, thanks for all the awesome info you guys have given, You saved me much heartache and I am one of the people who didnt know about the three roads into a MegaTower! Now, down to business. I've seen a bunch of people complain about how the Skybridges don't seem to be working, at not least how we would assume they should, and even saw a post where the player doesn't use them at all. My question is, is the verdict still out on whether or not Skybridges even work? I would love to have them on all of my towers considering I think they look AWESOME, but if they don't work, then I have much better uses for all those levels. BTW, in my SUCCESSFUL cities with Megatowers, I seem to usually only build apartment levels, with the occasional office or mall. I still have industrial and commercial zones on the ground so I guess they keep me from making my towers otherwise. I really love the waste reducion levels and the Gen 1 Solar Power Crowns (although this leads me to wonder where Gen 2 is), but Mark II Air Scrubber Crowns work wonders for those maps where water is limited. I was wondering if you could clarify that up a bit. I did put my $$ in regular megatowers, and they still complained about the low land values.I assumed this is because I placed that regular tower in a low-value area. From what I've figured out, the land value of the tower is determined by the land it is placed on, regardless of the wealth level of the apartments or the kind of tower (elite or normal). If I'm wrong, please let me know, as this is why I asked for the clarification. Finally, would it be ok to place $ apartments in a tower that is built in a medium-value area, or $$ apartments in a tower that is built in a high-value area? Again, thank you all for all these posts. It took me a whole game-break and a bag of popcorn to read.
