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Help with medium-wealth commercial offices
sircanis replied to rz8472's topic in SimCity 4 General Discussion
I haven't used it myself, but there is a less abandonment mod: https://www.simtropolis.com/stex/details.cfm?id=14931 You can also just bulldoze the abandoned high wealth buildings, and let something else grow there. -
Help with medium-wealth commercial offices
sircanis replied to rz8472's topic in SimCity 4 General Discussion
I haven't used it myself, but there is a less abandonment mod: https://www.simtropolis.com/stex/details.cfm?id=14931 You can also just bulldoze the abandoned high wealth buildings, and let something else grow there. -
Any tips to save my city/region?
sircanis replied to CapnLanky's topic in SimCity 4 General Discussion
Yeah, don't take the obliteration advice. There are a lot of threads around here asking about how to build "realistic" cities, and one of the best answers is to just let your city have problems and then work your way out. Like pruning a plant, salt in an oyster, any nature analogy will do. I would take weareanidiot's advice about bulldozing some higher wealth stuff and just be patient. Sometimes the bigger buildings take a while. -
Any tips to save my city/region?
sircanis replied to CapnLanky's topic in SimCity 4 General Discussion
Yeah, don't take the obliteration advice. There are a lot of threads around here asking about how to build "realistic" cities, and one of the best answers is to just let your city have problems and then work your way out. Like pruning a plant, salt in an oyster, any nature analogy will do. I would take weareanidiot's advice about bulldozing some higher wealth stuff and just be patient. Sometimes the bigger buildings take a while. -
Any tips to save my city/region?
sircanis replied to CapnLanky's topic in SimCity 4 General Discussion
I would start by getting rid of the (very expensive) city jail. I doubt you need something that extreme with a city this size; if your large police station is over crowded, try building a small police station--it will give you more jail cells and reduce crime, all for a lower cost than the jail. You have some "no job" zots, and it looks like you have a lot of residential, but only a small amount of commercial and no industrial. I would dezone some of the residential and replace it with commercial and industrial. Those will both add tax revenue, but not put additional pressure on schools, etc. The industrial will require more power, so you don't have to do too much of it, if you are worried about paying for it. You might also want to raise the taxes on Dirty and Manufacturing so only High Tech develops, which will keep pollution from increasing too much. You can start this process with the "squeaky wheel gets the bulldozer" method, and demolish those no-job buildings and replace them with commercial. Lastly, the roads are too close together, which means that more of your land is used by roads than is necessary. If you have some loan money you might try some more radical changes and redo the road layout (or at least part of it). That would reduce the amount of money you spend on roads, and make more room for income producing buildings. This will also make room for some little parks and plazas (just the 1x1's for now, to save space and money). I don't think there is any reason to use a money cheat at this point. There is nothing wrong with money cheats, but you learn more about the game's mechanics if you work your way out of problems on your own. I would used a money cheat only after you have a handle on things. For now, just take out a fairly small loan, maybe 50,000, and see what you can do. Hope this helped a little. Good luck. -
@robin9000 For the private schools you can use the regular reward cheat of holding down the right mouse button when you place one, which will allow you to then place that reward a second time. That at least gets you up to 6, without needing a mod or anything.
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The docks are a little more realistic, as they have a cost and look sort of filthy. The other good thing about the docks is that they can be placed completely on land and then "connected" to the water ways with plopable canal pieces. Peg's Garbage Chute: https://www.simtropolis.com/stex/details.cfm?id=4569 Peg's Garbage Docks: https://www.simtropolis.com/stex/details.cfm?id=17245
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hkabat-forum-threads HK / Asia - General Discussion
sircanis replied to Skyfire2275's topic in Architecture & Urban Planning
Pictures of buildings under construction. http://opinionator.blogs.nytimes.com/2010/07/16/chinas-instant-cities/ -
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All of these seaports are amazing, and I won't even pretend that I can make anything like them. But I don't see any tugboats.... Edit: Wait, I think I see a couple. But there should be more! more! Edit 2: Squizer: I like the playground in the seaport. It's nice of them to have such a progressive childcare policy.
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Something like this just happened to me today. It happened after I bulldozed a park that I downloaded yesterday. I built the park, but it look right (it's a baseball field, and there was no infield, just grass), so I bulldozed it, and it left behind a block of air pollution just like the one in Metropolis' picture. There is also water pollution in the same spot, just as red, but not as spread out. I built and destroyed the same park in one of my tester cities and got the same result. I tried bulldozing the surrounding area, dezoning, teraforming, and finally rebuilding and re-destroying the park. Nothing has worked so far. I really don't to scrap the city, or have to ignore that area. The park that caused it is Community Ballpark: https://www.simtropolis.com/stex/index.cfm?id=16593 There are two versions, small and large, and this happened with the large one. I don't know if the small one does it, too. I'm providing the name of the park so hopefully someone can figure this out and help save my city, not to flame the lot. I was very excited about having these parks :-( I'll keep testing while I wait for replies, and I'll let you know if I can figure anything out. But I'm not too hopeful. Ok, I tried some things, the results are at this blog with some pictures. http://threbleficity.blogspot.com/
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Going beyond the appearance, is there a MOD out there that would increase the sims tolerance for taxes, and turn off fares for mass transit and things, so that everything was paid for by tax (since tolls and fares are regressive)? I'd like the sims to have more tolerance for transit as well, and be willing to walk further. Then you could really start to have a utopian city.
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I would be extremely happy if someone put the time in to produce the Ford Rouge Plant, from Dearborn Michigan. The Rouge Plant used to be the largest industrial complex in the world, and employed 75,000 people (if it were that big in the game it would probably cause problems)/ That's why I don't feel like I can create something satisfactory by stringing together 5x5 lots or something. I'd like to have an industrial city on the scale of Gary, Indiana, but I need some huge, functional, industrial lots to it with. If there is something like that on STEX already, please let me know. I searched for a while and didn't find anything. Below is an article from the Detroit News with a good picture of the Rouge Plant. Thanks!
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