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TheCrybKeeper

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Everything posted by TheCrybKeeper

  1. Mythicon Valley

    Traffic flow is still a go in Gryphons Gulch. getting close to 200,000 simizens and still all green, using ONLY avenues and buses! Adding highways will take up too much space and cause traffic to go orange or red. Take note, of the demand bars? I just built up the outer medium industrial cities, so the simizens in Gryphons Gulch are starting to move in. Once they are crammed in to max, I will start to add commercial zones, but we must wait until the simizens are bursting with a need for new socks and cotton candy. This is one of our current industry cities: Wyvern Waters.
  2. Mythicon Valley

    Just one current view of my region and how things are panning out, thank you for this name topic, @CorinaMarie!
  3. Mythicon Valley

    Saving money in a large city: One great way to save a few 100 Simoleans, is too make your water pipes cover just the com/res zones and skip avenues or roads when you can. Doing this in a large city, will save you one long pipeline for water. It's the little things that add up to profits in SimCity
  4. Mythicon Valley

    Take your fire and police coverage to its maximum level and every police station and fire station you plop after this fact, will be at max coverage. Use the question mark to hover over your first fire/police and use the slider(Local Funding Slider) to move it to max coverage area - This is important for covering the entire large cities with the least amount of fire and police stations. Just avenues and buses will give you the best traffic flow, hands down. When you reach one million sims in a large city, this method will stay all green or near it, depending on other little things, like the airport, which causes us to make detours in the grid system. I need one of our sims to create a small airport, that handles large transport of goods and large jets - This will help with space. Might have already been accomplished, so I will have to search that up.
  5. Mythicon Valley

    Eight into sixtyfour! The large, medium and small cities are divided by eight, so we want to use those same numbers for almost all things in the game. It is important to remember, every large city is simply made of 4 medium cities, which are made of 16 small cities. In Gryphons Gulch, we will start off in a large city, by making a small city, within it. All city services are crossed with circular/crossed/big X coverage. Busing is in a diamond shape or a small cross. We use ONLY avenues, with no highways, subways or any other form of transportation, as they simply cost too much, take up too much space and are never 100% efficient. SimCity secret, since the first game came out: Traffic will remain low to medium, using just busing and avenues. In Classic SimCity it was just railroad tracks, instead of any roads at all! Remember this in SC4, the solution is avenues and buses, with nothing else for transport in a city of sims.
  6. Mythicon Valley

    Yes, I do cheat the game, but only for balance and creating a region for a City Journal I do try to be realistic in most things SimCity, but some of these cheats will save space and make the region more efficient, while balancing everything out. Pegs creations, have also been a great help in making this happen the way we need.
  7. Mythicon Valley

    Sea Of Sirens: "Thar be pirates in them thar waters! Aaargh!"
  8. Mythicon Valley

    One final post for this weekend. We cheat like a peg legged poker player! AAAaaar!
  9. Mythicon Valley

    First large city is established: Gryphon Gulch. We also have some surrounding locations, named by the ancients of this region. Many legends surround the Sea Of Sirens, where some sailors say, "Ye Sirens wee set upon strayin' sailors to slay thar souls!"
  10. I wanted to do a city journal and stay with it this time, but I also need a "topic" for the Regions name, if anyone can give me some suggestions, I will pick from those "topics" or fields and name the region using that "topic" and then all the cities in the region will be names within the "topic". EXAMPLE: the topic is dogs. I would name the Region Genus Canis(Canine) and the cities would be, Houndsport, Beagledale and Barkington, etc.
  11. Sad isn't it Corina?! D&D was so much fun and entertaining, hours and hours on end. Yep, I knew your "door" example was for effect. So is mine really. DM's who got all technical and by the dice roll, usually lost their players to boredom.
  12. I was/am very good with imagination and time management - We kept the game more about the story as it unfolded. I designed/created an entire world, with continents, cities, ruins, caverns, etc. It took me several years in development. "Opening a door" should be fairly straight forward, unless it was trapped or had a magic seal, which should rarely be used and only used in logical situations. I was fairly good, as the other campaign members would never allow me to be a player, always the DM. Had friends begging to get in, but could only handle 4 to 6 players in my balanced world, so had to start a second campaign with four other members. Chaotic to say the least - It was difficult to keep two campaigns separate, when they were playing in the same world.
  13. @Cyclone Boom @CorinaMarie Thank you very much! I will use that. So after all these hours, I guess we are going with Mythical Creatures, which I just happen to know quite a bit about - I used to DM for Dungeons and Dragons Time to get started and will attempt to make CJ updates each weekend. thank you guys.
  14. I can make a Llama farm? I will look around first. I am almost sure, someone has done this by now. I don't want to make you go to all that trouble. Meanwhile, I want to make a good CJ and I am going to make a donation or two, or three, so to keep the place alive and kicking
  15. Goddess Cori will make my Llamas strong and happy. The more llamas we have, the more pleased our Goddess will be. How many Llama farms are in the ST Exchange? I may need a few....hundred =D
  16. I like the that topic! Goddess Cori? She doesn't require a Llama sacrifice does she? I truly love my Llamas,...I just couldn't.
  17. Smaller mansions mod: development thread

    I have spouted about this before - The issue is simple: SC4 was designed to solve all issues within a city. So, you want high wealth across the board, all mansions into high wealth high rises, with brainiacs living in them and virtually no pollution and the vanilla game gives you the exact tools to make this happen. No mods, just simple math. Follow the numbers and the games algorithm and you can solve the puzzle. I look for those mansions, because I know, it means I am doing thing right, but if they dilapidate I know I missed something in the process.
  18. Midwest U.S.

    Theodore Roosevelt was a Llama! Imagine that! Smart Llamas are hard to find!
  19. True Earth: The 100th Update

    Congratulations on the 100! WOW! This is truly amazing stuff!
  20. !1! Santia Marina

    Nice islands! I enjoy the original content and ploppable tools you have! The music was perfect!
  21. A Region

    Me as well, but have never really stopped playing. I pick up SC 4 once or twice every year and I still sneak into Simtrop incognito, looking for cool original content.
  22. Simtropolis Religion Thread

    I am a beer swilling, deviant. However, so was Noah and God still saved his sorry butt! I am Christian at heart, who does lots of research into theism.
  23. The Leaving / Returning Thread

    So, here I am, back after 4 years or so. Just browsing around and trying to see who is still here. I know about the Nonny Moose's passing, since I have been here under a different profile last year. There is much, I probably do not know about. The site looks nice! Hello, everyone in Simtropolis!
  24. So, I came back for a visit today. Had to reset my password, because of course, I forgot it.

    1. TheCrybKeeper

      TheCrybKeeper

      Hello Terring,

      I am still playing SC 4 RH. Still making gridded cities, but with a twist - I keep myself restricted to the topography of the regions I play in. Yes, some terraforming, but limited to what reality is like. For example, if a mountain range is in the way, It would be too big of an undertaking to move the mountain, but I may build a tunnel through it, etc.

      What about you? Are you into any of these other city builders?

    2. Terring

      Terring

      Good to hear that. I've got a new computer and I can finally play Simcity 4 after more than 4 years. I'm rebuilding my plugin folder but very slow and steady because of lack of time. No other city builders yet.

    3. TheCrybKeeper

      TheCrybKeeper

      SWEET!  Maybe you are like me - Just cannot abandon SC4. It's my go to choice of city builders.

      I keep a couple dinosaur PCs around, just for old games and XP pro(sadly, no longer supported).

      Time? Same here, but been on vacation for a bit, so got back into my regions

    4. Show next comments  15 more
  25. Grid secrets: a tutorial CJ

    Hello fellow Simizens! Before we get started; I have a few pre-determined comments. 1. I searched up Grids in search window and read everything I could find about Gridding entire cities. 2. No one posted the real facts. At least I found nothing about it. 3. I know grids are considered boring to some, but feel free to criticize me. It is perfectly okay and un-offending to me. 4. Contrary to beliefs, SimCity was designed, so players could find an absolute or logistic pattern, for a perfectly functional city. It was not designed to function well, when imitating real life city plans. Cheats/Mods in place BAT Bank for unlimited funding. You don't deserve it for pre-determining placement of final stage objects. NAM(Network Add-on Mod) All other plug-ins removed entirely from game. Grid history I have been gridding out entire cities since SC2k. In SC Classic, the secret was parallels with no intersections and no gridding ever. This forced my Sitizens to stay in their respective strip of land. Attempting the paras didn't work for SC4, as traffic cannot cross the street, so Sitizens couldn't get to work, even when their job is directly across the street from them, they still cannot find the job and go NJZ and then leave. This shows us the real problem issue with SC4: Traffic cannot turn, without an intersection or roundabout in place. The most efficient grid size I have attempted several sizes of grid systems and only one size will let all utilities, transits and public services, work at maximum efficiency. that answer is 6x6 tiles. 4x6, 4x4 are not good, as traffic accidents do increase. same with 5x6. 8x8 is way too big and sitizens begin having longer commutes and a rougher time finding jobs, as they tend to go around blocks and double back to their destinations. thus, when a city block is 7x7 the sitizens go clear around the block to enter their own driveways. This adds 4 tiles of avenue to the commute, not just one tile. 8x8 was total nightmare and abandonment increased dramatically. 6x6 is what you want in all districts; res/comm/ind. there is many reasons for this size and I will be covering those as I go, so bare with me. Grids and the NAM(Network Add-on Mod) The NAM adds turning lanes to every intersection made with avenues. This seems okay in-game play, as it slows down the game, only a bit. It does however, effect construction tremendously. I started building out my grid like so. Notice above, that the news ticker is recognizing traffic, that doesn't exist. I have no Sitizens or autos yet. The more avenues I added the slower contruction became. Remember; my only plug-in files are the NAM and BAT Bank, nothing else. Gridding entire large city without NAM: 1 hour 10 minutes (allowing for 5min. margin for error) Gridding entire large city with NAM in place: 4 hours 25 minutes (allowing the same margin) I also attempted, letting the avenues and the little yellow dozers, finish contructing each strip I laid. I thought maybe the dozer activity was slowing me down. That wasn't the case. It seems the NAM is most definitely the culprit. The more completed aves. I had, the longer the game took to start contructing a new strip of ave. how long did it take to, click and drag my last 24 tile long section of Ave with the NAM: 1min. 12 seconds! Busing is the answer Once I finally completed my grid, I go to my one and only useful transportation vehicle: Busing. Rails cause traffic back-ups. EL or subways are too expensive to maintain and limit your capacity. Buses however, do not cause traffic congestion, which allows for un-limited capacity. Buses are not limited to a track and they mimic the same commute path as the autos, which is very crucial to performance of transport. this is a huge minus for other forms of transportation. In order for busing to be most efficient we must build diamond shaped access to busstops, as shown below. What does it look like in the region view? Edit: how much did this grid cost? 935,000 simoleans To be continued: I will be showing the most efficient placement of every object in the game. I do mean the best place for everything, every utility, airport, school, Stock market, etc..... Now please, comment, question or criticsize. All is very much welcome and taken in to consideration.
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