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Showing results for tags 'big cities'.
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I'm wondering if anyone else has run into this. SC4 runs slower for large cities (which should be expected), but I have a hunch it ends up causing unemployment due to the simulator not being able to find jobs for sims quickly enough. I make this claim for the following reasons: 1. It seems that without fail, my cities start off with little to no unemployment problems until I fill up about a quarter of a large map. At this point, a number of the newly built buildings (regardless of wealth) will initially get the no job zot, and then it quickly goes away. Once I get to around 75% of a large map, almost all the new buildings (again regardless of wealth) get the no job zot, and more often than not go abandoned. 2. In these large cities there are job vacancies (as per the census repository facility). 3. Occasionally these newly built buildings will find jobs and the commute time almost always displays "Short". 4. These buildings jump from showing no commuters to all of them (usually around half the building capacity) instantaneously. Earlier in the game if I have unemployment problems I'll usually see something like 20 commuters in a 200 capacity building. 5. These problems appear to be tied to the number of buildings on the map rather than population or job totals. (ie. I don't these problems in a dense 100k city, but will get them in a low density 100k city). It may be the case that I'm consistently doing something wrong in sprawled out cities but it doesn't seem like the case for me. It's pretty annoying because everytime I fill up a large map, in the end I feel like I'm playing whack-a-mole with new buildings, destroying them if they go abandoned, and waiting for the seemingly random time they don't. I've considered moving to medium size cities but I've always felt cramped in with such cities. Just for the record, these are the gameplay altering mods I'm using: NAM 36 I-HT R$$$ Fix Industry Doubler Less Abandonment Mod (Bones1) I do however have a ton (likely 500-1000) custom buildings which probably slow the game down to at least some degree.
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Meanwhile, in Zinfandel... (teaser)
tariely posted a City Journal entry in P.R. Crastina's Travels (SC4)
Zinfandel is the really big city in the Eden Bay region -- not a more or less haphazard concatenation of existing smaller towns into one big municipal fiction. Of course, P. R. could not not escape there for a week-end, during Spring Break.- 4 Comments
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The Development of Leicester County - Update No. 2 - Power Infrastructure
Sabretooth78 posted a topic in SC4 City Journals
Overview: Welcome to the follow-up to my ill-fated DeWitt County region. In this City Journal I hope to pick up where that endeavor failed and document the development of this sprawling region from virgin forest to, well, wherever the development takes it. Ideally, it will feature of healthy mix of big city, small towns, agricultural communities and everything in between. Index of Updates: [2015-03-25] Teasers[2015-03-29] Addendum No. 1[2015-04-06] Addendum No. 2[2015-04-24] Addendum No. 3[2015-06-01] Power InfrastructureTerrain Map: Leicester County is based on drunkapple's beautiful Bris Vegas map with a few modifications. Sprawling over 6,048 square kilometers (2,335 square miles), or 84 small tiles wide by 72 small tiles high in SC4 parlance, the map covers nearly 25 million cells for the bean counters out there. Granted, much of the eastern half of the map is underwater and the northwestern corner is rugged, but the develop-able land area of the map alone still dwarfs most entire regions available on the STEX. Note that this map is saved from wouanagaine's SC4Mapper utility. Typically, I would use Sawtooth's Region Census to prepare regional images for community consumption, but guess what - the region crashes Region Census because it is too big! Actually, it crashed under Windows but would run under Wine before I initialized and forested the tiles; however, after doing so it now crashes in both. Oh well, I'll just have to find more creative ways to capture the information that utility provided. Click through to view full-size Municipal Divisions: Upon optimizing the region configuration to the landmasses, the region consists of a total of 447 game tiles. 297 tiles feature developable land, with all but a handful of those being large. Municipalities typically consist of blocks of 4 large tiles. Municipal boundaries typically follow the centerline of cell row 0 for northern quadrants and the centerline of cell column 0 for western quadrants. A major exception to this rule occurs along the southernmost row of municipalities, in which case the southern boundary follows the centerline of cell row 255 for southern quadrants. Hence, the southernmost municipalities are 1 cell shorter than the typical size. To mitigate the absence of Region Census output and because the Street Map which follows is too unwieldy to get a good handle on it, I've created the following map to show the spatial relationships of the municipalities of the County. Click through to view full-size County Street Map: Continuing in the style of DeWitt County, the following is the street map of Leicester County. This map will be updated more or less continuously as I develop the region - not only is it pretty, but it's actually a real handy tool to keep a region-wide perspective while developing individual tiles. Note that due to the sheer size of the map (if stitched together it would comprise a 21,504 x 18,432 pixel jpeg), I've added a municipality selector which will typically place the center of the selected municipality at the upper left corner of the map viewer frame. Feel free to use the zoom function of your browser (typically [ctrl] + [-]) to view a wider area; however, be advised that doing so may cause small gaps to appear between the individual map tiles due to scaling and rounding errors beyond my control as not all of the tile edges are collinear. Click here to open the Street Map in a new window. Regional Statistics: Total Population...............0 Top 5 Cities (by Tile): 1. 68 Tied.....................0 2. n/a.........................0 3. n/a.........................0 4. n/a.........................0 5. n/a.........................0- 32 Replies
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