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jorsa

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About jorsa

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  1. AI City planning

    I am using version 4.0.0-2 installed through sc4pac. From what I see, that's the last version, right?
  2. To plan my city in SimCity 4, I've always relied on the RCI demand chart and the in-game advisors. That's how I played years ago because that's what I had. Recently I started using the Census Repository Facility mod. It provides way more detailed information, actually too much for my current understanding of the game. So I've tried taking a screenshot of the reports, feeding it to ChatGPT and asking it to analyze them. The results have been very useful. For example, my RCI chart shows demand for commercial and residential, and the advisor keep telling me that Sims are looking for more office space. My first instinct would have been to zone more commercial and residential. But the census data shows there are actually no workers available, no vacant houses and a huge demand for more residents. Building more commercial would probably just lead to abandoned buildings because there isn't enough workforce to support them. ChatGPT has advised me to increase my population by about one third so the workforce catches up. Only then does it make sense to add more commercial or industrial zones. Also the existing C & I zones will develop further as my population grows, so I could easily increase the existing population by 50% without needing any additional commercial zones. I could probably figure this out myself, but the amount of information in the Census Repository is well beyond my current understanding of the game's internal mechanics. Having an AI interpret the data feels like having a much smarter city advisor than the built-in ones. After all, I'm the mayor. I'm too busy cutting ribbons and drawing avenues to crunch numbers. I need to delegate those mundane tasks to my consultants. Is anyone else using AI this way? Does anyone have other suggestions?
  3. Thanks. I found the issue. It was somewhere else. It's funny that the last lot was OK, but it is next to an intersection and maybe that's why it worked
  4. Never mind. One of the transitions (OWR3 to 5) was reversed
  5. Hi! I’m getting No Road Access zots on these lots. The road next to it is a OWR-5. I've tried waiting, demolishing and rebuilding both the road and the buildings, Dezoning, rezoning, merging the lots... nothing seems to work. The lot next to it, facing the same road, is OK. Thanks!
  6. First FLUP issues

    It's my first time using FLUPs and I wasn't using "route under pedmall" correctly. I was trying to use them under an existing pedmall, like the ones under rail, instead of "standalone". I've changed the layout of the road, so I don't need the fillers there, but I can certainly use them somewhere else. Thanks!
  7. Hi all, I have a few visual issues with this FLUP layout. Everything works correctly from a transit point of view, so this is purely aesthetic. First, the circles in red: is there any way to make these tiles look like the surrounding pavement tiles? I tried placing mall tiles before adding the underpass connection, but once the underpass is added I can no longer place those tiles there and vice versa, if I add mall tiles then I cannot add the underpass section. The underpass itself works fine as it is. Second, the circles in blue: is there a way to fill or complete the curved edge so it does not look unfinished? Finally, the area marked in yellow: I tried using a flexible overpass over the underpass ramp, but the section above the ramp does not render. Because of that, I connected the road before the ramp, but it looks quite ugly. Is there any way to make a road cross over the ramp properly? If not, I’ll probably connect the avenue diagonally to the road instead. That would also avoid the unfinished-curve issue. Thanks!
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