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Everything posted by xoham
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I'm looking for - CS$$ and CS$$$ plausible, growable, high jobs buildings, mid rise or high rise, to compete with my Eile Dept. Store, Strang Deeds (just got the joke), and Cinema House. - High capacity good looking hospitals and schools for super dense city ... all non-CAM. Thanks
- 21,160 Replies
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- simcity 4
- custom content
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I've a number of questions, and rather than issue them separately which might be seen as spam, I'll list them here. Thanks in advance. Note I am using some older version of NAM. I'd like to find some packs of modded building that go with vanilla. Some I've seen are unbalanced, i.e. they support way too many people for what they are like a Home Depot store that employs thousands (it probably isn't more than 100 for real). I'd like some that fit the game. Can you recommend some? It would be great to get many at a time given the manual nature of the installation process. Can you make a region that is largely high tech and mid to high wealth everywhere? I'm trying but it is slow going. Are there any plausible I-HT growables that I can download that have higher employment? I want the added water and power costs too where possible. I want to get as much CO$$$ as possible to build skyscrapers. I'm sure I'm the first one. Do I need the international airport in my biggest city tile to do it? Do monorails work better than standard rail, i.e. more desirable or moving gobs more people or something? Does NAM cause rail stations to get greatly overused? Mine are. Many are more than 100%. What factors most limit the growth of skyscrapers? Do I need a region with x people? A certain amount of R$$ and R$$$ in the region? Assume I have crime, and pollution way down. One of my mod shows me the cap numbers, but I don't what they mean. Is it basically a numerical version of the RCI bar chart? Some sims inside the radius of a fully funded hospital have lower health. It seems they are the furthest from the hospital. Should I place overlapping clinics? Since I have low pollution, I don't know what their problem is. Is there a site that shows pictures of all the vanilla buildings? Thanks again.
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Hello, I am looking for CS$$$, high wealth commercial services, building that are growable, non-CAM, with many jobs.
- 21,160 Replies
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- simcity 4
- custom content
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Wanted: I-HT plop or grow - plausible many jobs, large lot, nonCAM
xoham posted a topic in SC4 - Custom Content
I'm looking for some big I-HT that while having many jobs, is large enough to be plausible like 4x6, 4x8, 6x6 whatever. Either plop or grow. I'm not using CAM on this region. -
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- 79 Comments
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- industrial
- high-tech
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(and 2 more)
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- 22 Comments
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- maxis buildings
- landmark
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This is likely a dumb question: Can you search STEX (wrong title sorry) for specific lot types? I'm not finding that search option anywhere. I'm looking for I-HT growable and ploppable, hopefully some big ones that support a plausibly large number of jobs. Non-CAM (I didn't like the affect of CAM on my existing Maxis region). Thanks.
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This has worked quite well. Thanks again.
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If I make a 3x3 High density whatever, can I later put in a 1x3 behind it with arrows not facing the same direction, and expect a 4x4 to take it over? I have a two cities, one all $$$ and the other everything else (with some I-HT). The $$$ city sometimes has sims with long commute times abandoning buildings, even though there are tons of CO$$$ jobs in the city and close by. I think they are commuting to the I-HT in the other city. Can NAM or something help with that? Are there good I-HT lots available, preferably in packs, that provide more jobs? I'd rather use more lots rather than use the jobs doubler mod. I have a large monorail network. Should I provide bypasses around the stations so monorail traffic isn't slowed? The STEX DVD. Does it have an installer for all the lots?
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- This happens when desirabilty drops below the threshold for dilapidation.... Turns out I was exporting my garbage, but as the city grew, some built up at that location. Thanks.
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Also, Some CO building will go dilapidated and say "low wealth". What does that mean? Will CS grow in any density? It seems my high density zones favor CO, even though I have a lot of CS$ and CS$$ demand.
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No I have RH. I mean non-CAM.
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I was talking with a friend this week about Simcity and why we didn't buy it. We both agreed we wanted these things and will not get them: Be able to build a simulation of a real city, which would require full terraforming. Start with a google satellite map overlay and then grow your buildings into it. The lots be the size of the real thing, and possibly scale-able. Easy modding so you can put in your custom buildings where they really are. U drive it through your now very realistic city Option to make a Utopia - no pollution, highest health, wages, safety, etc. Mutliplayer to have friends help you build sections of the very large city. From what I can tell the latest SimCity is pretty far from that. Do I have that right?
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Could someone point me to some videos or pictures of well made regions that did not involve cheats, and was played on at least medium level difficulty? The youtube stuff I find is pretty much cheats and easy with mods that are probably distorting demand. Are there any mods to help you display things like which ring of coverage is for which school type? Or even finding your schools on the map when surrounded by taller buildings? It seems to me the biggest money maker is commercial anything, followed by mid to low density housing, follwed by industry. My high tech industry barely pays for itself since I use only clean energy and it needs so much of it. I built a small town of only high tech and it makes nearly nothing. Is that your experience too? Thanks.
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Well at least your pollution is not near the Co area. Low pollution? De zone ID? Traffic works better with unidirectional roads (I'm guessing you mean one way roads)? The last one, you are right one, neighbor connections are essential! However; airports are not. My Downtown Los Angeles challenges these statements, with having plenty of pollution (like the real one), and plenty of one way roads. But no air port, and tons of commercial growth. Your L.A. has pollution alright, but not on your commercial area. However, my cities have very low pollution because I have taxed all the dirty industry away. I have 6k demand for I-HT now. It takes a large area to satisfy all that demand. I did as an experiment, however, Co demand did not improve so since it is mostly a money hole, I didn't save it.
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<p> I think I have replied this in your "What increases CO$$$ demand" thread. Remember, try to satisfy all kinds of R and C demand and attract as many people as possible; then you have to educate them and wait until EQ, and therefore CO demand start rising again. But this takes time. Cities in my no-industry region grow some 50% in 5 game-years. And what do you mean by "It didn't work"? You don't have demand, or instead you have demand but not development? Show us your demand graphs to take a look. By "dies" you mean that it somehow inexplicably disappears (or gets reduced), or instead it is reduced as new development takes place? The latter (converting demand to additional development) is called "satisfying" it and it's very normal. For example, if you have positive CO$$$ demand you can zone some more C and expect to get CO$$$ development (or instead plop a plaza and upgrade existing CO$$$ buildings to taller ones, or CO$$/CS$/CS$$ to CO$$$). But this will reduce (or nullify) CO$$$ demand. You need to attract more workforce (and educate it) to make it rise again. By "it didn't work" I mean that I went to my one of my neighboring cities and chopped down some offices and replaced them with I-HT in hopes that it would drive some Co to my desired city. My EQ for my medium city is 190+ and my large one is probably 180. Does it need to be more? Here's my census data for the large one; I have improved the EQ since taking it. Maybe that will help: http://img441.imageshack.us/img441/7991/simcity4census.png
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Is it possible to share saved games? I'd be happy to try yours or have someone fix mine. Does someone have pictures of ideal city layouts or youtube videos? The ones I've found are useless. Thanks.
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It didn't work. Any ideas on how to increase R$$$ and Co$$$? Assume I've got the airport and all gifts available deployed. Should I just keep expanding residential with lots of education and health? Thanks.
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This is basically how I see it. So my goal is a city with clean power (wind and solar until nuclear (not very clean) and fusion), full health support, full education, very little pollution and the low crime that mostly comes automatically from that. And I've done it. The trouble is, I have demand railed to 6000 for I-HT, and Cs$$ and Cs$$$ while oscillating a little on R$$$ and Co$$$ and Co$$. I'd like to get some skyscrapers, but I'm not clear on what's needed. Guidance in that direction would be helpful. My current plan is to maybe make some side towns to absorb the huge amount of I-HT and Cs demand in hopes of getting the other two numbers to climb. Been pretty slow going so far.
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I read somewhere long ago that it was just starting money. Then I read more recently that there is a demand boost for the lower difficulties. Which is correct? I searched the manual and it didn't say (unless I missed it or the Steam document is incomplete). What level do you choose?
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- 54 Comments
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- residential
- r$$$
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(and 7 more)
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