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Brad

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Everything posted by Brad

  1. This may sound crazy since most players seem to want more jobs. to me the farm jobs is over powered compared to reality. did they forget tractors when developing the game? the farms are showing at least 3 to 5 times as many jobs than they really need. am using SPAM and have a few CAM farms but did not install the full CAM. what i have is some rural regions with farms and a small village. the farms need more workers than the villages can support. even making the farms substantially smaller didn't help much. a grain farm that in reality might employ the owner family and maybe 5 hired hands has almost 40 workers for 30 tiles. a small Amish community that started out with 6 or 8 farms, needed a whole community just to try to supply enough workers.
  2. Show us What you're Working On

    not as nice as PAENG's mine. Sullivan mine Co. will employ over 2500 workers. I still need to built the housing and a supporting town. PA map's 1st project. there are lots more.
  3. Too many farm jobs

    I understand the purpose as intended by the game is to increase population. in some cases, that might be helpful. i don't see how demand will help. my understanding is the demand affects what will move into the city or town. I can't see how that could affect the # of workers needed by the farms already built.I don't think it is the SPAM itself causing the over powering. I do think it is the # of workers per tile which will have an affect for all farms. as you said, these could be considered seasonal pickers. depending on the crop, the total workers for the farm might be closer to reality at harvest time. since the # doesn't change with the seasons, the # should have been lowered to compensate. so divided by 6 if we figure 2 crops per year, or 12 for 1 crop per year. I'll have to run some tests this week and look back at other regions. there may be some differences between the mods or type of farm on how many workers are required. again, I don't think it is mod related as much as the per tile #. at the moment the solution looks to be build deco farms and the SPAM addon barns with jobs mod to control the # of farm workers. and no it is not a 2 minute job. for every 1 placed farm, I'd need to build 3 to 5 deco farms. and load another set of mods for the crops. my hope was for these small regions to have extra people that would commute to a mine or industrial region nearby.
  4. BRAD'S SC4 American Series M-1

    O"K, i wanted to do an update bout once a week. did have a couple issues slow things down. with the seasonal trees, the game date for every region had to be set. I planted all regions with trees and let each run til the leaves died off, then reset the start dates. also set the start $$ values. $250,000 for small,500 for medium, and 750,000 for the metro city regions. i also made a chart to name each region. while running a test, I found the info graph wasn't working. took time to figure out the glitch. the ordeal with the seasonal trees delays the graph anywhere from a few months to a year. list of what is done- terrain, trees planted, main highway and rail lines ran. chart for region names. and set start dates and $$ values. I have a plan. want to run each region for 1 year. get the utilities functioning, move some people in, connect each region to the main transport lines, and hopefully show a profit. from year 2-5, the plan is to build services such as fire, police, schools, and churches. from 5-10, plop some buildings and decorate a bit and build populations. I started with the northeast corner. it is a very rural area. worked south to a railroad town to connect with the highway and railroad.mostly farmland with some light industry. map population is 10-15,000. will continue working west across the top of the map. this led me to the next dilemma. taking pics of the main map doesn't show much. hard to see with the city names in the way. taking a pic of each region will be a lot of pics 9 just for this corner. and the pics won't show a lot zoomed out far enough to see the entire areas. not that there is much to see at this stage of the plan anyhow. have a long way to go before I get to the big cities.
  5. BRAD'S SC4 American Series M-1

    well, I found out my fancy tree planting didn't work well. with the seasonal trees, the game has to play forward on the time. I had tried advancing the dates and planted trees, then set the date forward a couple weeks and planted more. trick didn't work. all the trees are considered planted at the same time. found it out as i went to reset the dates to JAN start date. now I have to decide rather to leave all the regions as they are or replant more trees. either way, I'll have to run the map til the leaves fall and synchronize the dates for all the regions. what a mess. i did get highways and railroads ran. not a lot, but enough to connect the main metro regions and to the world as well. i did decide to set the start funds for the small town sections to $250,000 and large to $750,00. leaves the mediums at $500,000. the funds will be set once i get everything synchronized to a start date.what do you call the map sections? i am sure i have it wrong. is it regions or tiles? to me a tile is 1 square tile of a grid.
  6. SimCity still a thing?

    yes, there seems to be quite a few players still and new mods being made. i'm in the process of overhauling my mod collection and reloading dependency files. taking me way too long the last couple months. we all learn as we go along. i wasn't sure if you meant you were having trouble just with maps or with adding mods as well. best advice i can offer is to go slow and be willing to try new things. backup files and map regions, triple back up even.
  7. yes, the game will read everything in the pluggin folder. and you can make sub folders for housing, comm's, industry,etc. game will still find and load the mods.
  8. Lot Request Thread

    i pulled a 1x1 tile section from the modular truck stop mod. you may find the mod has other options. my 1 tile has 40 jobs with it, but i do think there are blank fillers too. the space is useful to create jobs for plop mod that had none.
  9. Show us What you're Working On

    good reminder Dragon. i do have 6 tracks, including a dragstrip. i'm not a modder and no way have the skills of PC to build us a DAYTONA track. plus he has all the cars.:)
  10. Show us What you're Working On

    cool. are you going to mod a race track with all the cars? which track?
  11. is there a mod or way to do this easier? any help is appreciated. let me explain what my goal is- to use 1 region on a map to produce power for the entire city. do the same thing with water and also trash. so use 3 small regions to produce all the utilities needed. i start out fine, but as i develop farther out, it becomes tedious to buy them from the neighboring regions. say you have 5 regions in a line. to get power from the 1st to the 5th you have to manually import and export from every region. make sure region 2 is buying enough to sell to region 3, then do the same for region 3 to 4 etc. is there a organizer mod where region 5 could just buy from the main power, water, and trash regions? i have mods to ship the garbage on trains. and i understand there are mods to dump the trash off the edge of the map. not every region has train tracks. nor does that solve the power and water issue. seems there should be an easier way to interact between the regions. my goal is to use a lake to pump the water for the majority of the entire map. and build power in another small region. and set 1 with a landfill but collect the trash for the whole map. thanks for the help.
  12. thank you for the reply. i can actually strike deals across several spaces or zones on garbage. the import city has to have capacity available to accept the trash. like it has to b able to export at 2 so it can take in 1 and still have an alotted 1 for itself, be it tons or whatever unit. and yes it is tedious. from my understanding, when using a cheat code to do away with the utility requirements, you have to type the codes in every time you play. so i never tried that route.
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