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0 Clean SlateAbout patcherke
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sounds logical ... I am indeed planning to place some industry inside the city itself, just to decrease commuting time, since it is way too long, and my roads to the industry areas are traffic jammed. (one way roads, and still they turn red ...) Next time I will also try to zone smaller industrial areas. But hey, it's my first city, and I have made some mistakes until now : My bridge is too long (placed the island on the other side too far away) so commute time increases I have not placed my initial roads in such a way that they could be extended for mass use. (only place for one tile roads...) I had placed my water pump inside the industrial zone. result was a shutdown due to pollution. It was better to leave the initial residential zones at low density, because of the roads, instead of getting them to medium and high density.Next time I will spread out a little more to cover expansion ...
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Hi, Working on my first city, I have placed my industry far (enough) away from my residential areas. Bu my industrial area still has so much air pollution, I constantly get messages like your people have to wear gasmasks when going to work Now I still have many dirty industry (my city is 40y old, and education is rising not so quickly as I would like) and a coal power plant. currently I am hitting the power cap of the plant, so I add a natural gas plant, which are more environment friendly. Is there an other (non cheater) way to reduce air pollution except planting trees?? My residential area is all well, few polution whatsoever, due to the many trees I've used. But the trees aren't exactly working in my industry. (Guess there's just tooo much pollution there) I am soooo tired of those messages every month about the pollution levels. There is a water treatment plant in the game, bu where in the menu can I find an air treatment plant????
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Hi Vandy, You're completely right. next time I'll go into God mode to adjust the steepness, and use the rain mod to place the bridge. But that does not (at least I think) solve the fact that the ploppable water right under the bridge, sometimes is not complete, just because of the bridge. But this minor problem is solvable (like I mentioned above) by using rocks and stuff... But thanks for the hints concerning the rain mod. (I sent a copy of your tutorial to home, so I can try it out myself)
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lowering the terrain a second time with the hole digger lot does not help. (maybe I'm to close already to sea level?? Will try to do it later on a higher altitude...) it is not neccessary to add a hole line of hole digger lots also, just one is enough, and after that you can use the terraforming trick (with the single tile patches of road) to sink the rest of the land. Must say however that that costs a lot more time ... Like Samflash said : lowering the terrain by lowering the land under it, helps, but only if I let it sink under sealevel (i.e. create a short patch of natural water) Placing the bridge like Jeronij says, also helps. But in both cases I cannot add the ploppable water underneath the bridge. However, by going as near as possible, and by adding some rocks and stuff I was able to simulate as if the water runs under it ... (I've beaten the system in a way ... ) Any more tips are welcome...
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when using the NAM, I can succeed a bridge by placing 2 on-slope- puzzle pieces at the slope on each side, and between it some road over land puzzle pieces. But after that I cannot add ploppable water under the bridge. It looks like the water has been broken up under the bridge. (And I cannot place it again) But maybe Samflash has a point with his lower terrain hint. I'll try it out later ... (to be continued) thanks anyway for the advice ...
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the problem is not changing the altitude of the bridge, but getting the bridge in the first place. The system does not draw the bridge, but instead raises the land below, to make a normal road...
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Hi, I recently used the hole digger thingy to lower the terrain, so I could use the ploppable water mod, to simulate an intercity waterflow. The lowering of the terrain, and the adding of the ploppable water is no problem; Bu when I try to add a bridge that crosses this water, the system always lifts the ground, lets the ploppable water dissapear, and places no bridge. Is it possible to add a bridge over the ploppable water by using the normal road system, or by using the NAM?? Or do I have to install some mod for this?? https://www.simtropolis.com/idealbb/files//bridges.GIF align=baseline>
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Hi, Is there any chance to see the corcovado Christ Statue from Rio De Janeiro appearing in the STEX?? here are some pics : https://www.simtropolis.com/idealbb/files//878982-The_Christ_Corcovado-Rio_de_Janeiro.jpg align=baseline> https://www.simtropolis.com/idealbb/files//992191-The_Christ_Corcovado-Rio_de_Janeiro.jpg align=baseline>https://www.simtropolis.com/idealbb/files//bracosabertos.jpg align=baseline> maybe two versions should be available : one with a maintenance cost but also with a desirability factor. and one without the two, just for esthetical reasons in the gameplay.
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I know that for establishing a high population, I have to extend over the edges. but I have to start somewhere, isn't it? The main reason the my farming land demand is so high, is because of my low level of education. (I just started my city, so I just recently added an elementary school) Until now I have sticked to one (large) map. (which has been built with only a few mountains, one river an a seacoast, mainly for easiness of the play) If I start a neigbouring city (a connecting road has allready been built), I am wondering how my level of education will be there. Is education level something that rises gradually over the entire region (if school coverage is good off course), or will my education level be zero everytime I start a new neighbouring city? Because if so, I will have to start every new part in the region with farming land. and that is something that does not sound logically. (note to myself : try it out and you probably will see...) now with one police station, 1 fire station, 1 elementary school, 1 small clinic, power and water, I can accomodate about 2300 low density residentials. (maybe something interesting to now for other newbies) Is it better to expand also in neighbouring cities right from the start, or is it better to wait until my first region has a certain size, education level, or whatever??
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The problem is not to stay in the black. Because I am a slow player ( I don't zone too much at once, and don't zone extra too quick) I have kept my budget in the black. Not that I am getting rich of this black number though because this is my first city, I have 2 objectives: staying in the black because of good gameplay (and learn to keep track of income and expenses) growing a huge city. The more inhabitants, the better. I will look at the esthetical aspect, but this is not a must at the moment.When I get the grasp of the gameplay itself, I can tell myself that I have played it right. Maybe not in the most beautiful way, but that's life. I have tried the mods, just to see what's on the market. But never intended to use them right away. (except for the cul-de-sac, the bridge height remover and things like that, nothing that cheats) So I'll skip the cheating thingies for the moment. The esthetical aspect will follow in the following city. And there the esthetics will be prioritized over budgetting. And if I have to use the cheating mods, I will consider it. However, If I manage to built a beautiful city, without going broke, that would be even better. And I will try that for sure. That is the challenge after all, isn't it? I now have a village of 2500 (about), about a third of a map farmland, and the demand for this is HUUUUUGE! Maybe establishing a neighbouring city is good now??
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I tried the mod and removed it again! it indeed does multiply the number of jobs, but due to less farms, the tax income is also less ( you heard it right : even less!) with this mod, I could never get into the black numbers. The demand for agriculture is not the problem, there is enough of it in my starting city. The problem is that I have to lay down so much of them to be quite effective.
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Is there a difference in the demand for agriculture if I size big zones instead of small? I mean : If I zone a 4x4 zone of agricultural, then there comes 1 business which provides 2 jobs. If I zone for example a 6x6 zone, then it is exactly the same : 1 business with 2 jobs. It sounds logical that zoning 1 4x4 zone agricultural at a time is better than zoning larger areas. There are more jobs per square mile in 4x4 zones then in 6x6 zones. Am I right that demand for agricultural zones is the same as the need for jobs in those zones? or is demand calculated only by the number of squares zoned? and what about taxes then? Are they calculated by number of squares zoned (and ocupied of course) or by number of businesses in that zone, or by the number of workers working there?? I mean : I get more taxes from an 5x4 zone of medium industry (rated at 9pct) and also a lot more jobs for an area that is sooooo much smaller than my agricultural zones. a comparison: 5x4 medium (9pct) > 13 4x4 zones agriculture (15pct) So is there any reason (except pollution) for not taxing agriculture way up to 20 percent or higher, so that the polluting industry is favoured above the agriculture?? So whats the use for farms, except the filling up of space??
