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City-building game(s)

Found 8 results

  1. Hi there! I'm a long-time browser but first-time poster (and just made my account so I can finally talk to all you lovely people!) I've been playing SimCity4 since the beginning, but I've never gotten great at it. (Admittedly I feel like this describes my relationship with almost all the city-builder games I play!) Recently I've been able to get some residential skyscrapers for the first time (yes, I'm a slow learner -- who loves parenthesis!). The problem has been keeping the R$ sims in my cities employed. Without letting I-D completely take over, my R$ sims wind up moving out (and that's not what I want, obviously). I'm using the NKO mod, which means that I'm able to position educational buildings within the vicinity of my R$ neighborhoods in order to build my R$$ and R$$$ neighborhoods. The side effect of this is that the R$ sims become educated, which drops the demand (region-wide) for I-D. Since CS$ buildings don't provide a lot of jobs, my R$ areas are either not developing or they are moving out as a result of not being able to find jobs in the home city tile or connected tiles. I've literally never made it this far in the game and I'm really happy with what I've been able to do and how much I'm (finally!) learning, but this one has me stumped. From what I've read in these forums, R$ is important to keeping a city (or region) going but I can't seem to keep them employed. Is the solution as simple as encouraging more R$$ into my city? (This has, so far, given me a host of other problems, such as the sheer number of slow-developing commercial lots in the city). I'm stumped! Any advice would be appreciated!
  2. Hi Guys, There is one thing that I accepted so far but, at the same time, have always been wondering about. When building some of my cities, I noticed that some of my residents feel very attached to their jobs... What I mean to say is that they always seem to stick to the jobs they have initially found when moving into the city. That is, even after their EQ rises! As a result, it seems that someone who started to work in CS$$ will refuse to work in CO$$$ or I-HT. My question is if this is the natural way the simulator works or not really? I have also noticed this, unfortunately, when I tried to combat a significant unemployment problem in one of my cities. The residential blocks affected by this trouble seem to always obtain employment in some of the businesses around their homes and then loose their jobs. After a while, however, they resettle the block and get employed at exact same jobs that they didn't like in the first place...
  3. Hello All I can't seem to figure out how industrial buildings work in this game and how they are employing sims inside the same city tile. In the first picture, we can see this tech industrial building (I-HT) is working as intended. sending out goods through freight trains, employing hundreds of sims who travel to work by using buses, cars, and trains. all is good. However, in the second picture, nothing works, the factory (I-HT) is not sending out goods using freight trucks or any other methods, and it is not employing any sims, despite the fact that I do have limited (like two or three buildings) unemployment (R$$ and R$$$) inside the city. I also checked building detail, and the game shows me this building is employing 638/700 sims, i also tried fast forwarding time, the building never get dilapidated despite forwarding in-game time by years. Here the 3rd picture shows the same type industrial building (I-HT), same location, yet this factory is sending out goods via trucks and trains. Now, in the 4th picture, we can see this I-M factory is also working, because it is sending out goods using freight trucks and trains. but it's somehow not employing any sims. What baffles me is that all these four factories are located in close proximity from each other, and they are all well within the service range of the local train station (the blue arch structure) and the bus stops. So why aren't the other two building employing anyone? Thanks for reading.
  4. Dear all, one feature I always use is the MySim tab. I don't know the exact translation in English, however I've always always always used Bella Goth and Bob Newbie. Usually, when you assign them a house they also find a suitable job however, since the switch to the 64bit version on Mac App Store, none of these sims find any job. They are always unemployed. In some cases they even leave the city. This is a list of plugins that I have: NAM 37 RC but also NAM 36 IH Census Industry quadrupler Spam and SimPeg Industrial Revolution Mod This problem appears even if I disable the mods entirely. Any ideas? Thanks
  5. Breezy Point Industrial Precinct: Airport Tunnel, Zoning and Pollution Management Sigh. The environmental activists have been having their field day, which makes life for this city mayor a tad more frustrating. If only they knew that pollution management IS on my agenda. It needs to be on my agenda, because having a plan for balancing pollution and industry, with commerce and tourism, is essential to long-term economic planning. With my own lifetime measured in centuries, yes, I'm totally in here for the long haul! But, I have other concerns to manage, too, traffic network primary among them, as I am in the business of creating jobs for my sims, not for the oompa-loompas. If their appropriate workplace is too far from their house, sims get depressed and become unemployed, and no one wants those No Job Zots all over the map! One of the keys to maximising distance they will travel to work is to have good roads, and high speed one way roads (OWR-2) and ground level highways (MHW) – even though these are just Maxis vanilla features – are awesome tools for providing them a fast, smooth and enjoyable commute to work within their home city tile, allowing them to travel further without getting depressed. I'm even going to do an airport tunnel (vanilla MHW), not for access to the airport, but for swift access under the airport, to manufacturing jobs on the other side. Oh my sims are really gonna LOVE that! Here's my plan, with the red numbers on the map correlating to the numbered points below. All my best traffic management, zoning, pollution management and tunnel secrets all in one place. SPOILER WARNING: SimCity 4 gameplay tips ahead. Explanations correlating to the red numbers on the screenshot: As I mentioned in my Thoughtful reflections on Oompa-Loompas post, back road access from my slums (R$) to the dirty industry (I-D) maximises employment in those factories. Sims only get depressed (No Job Zots) based on the speed of their morning commute. They don't mind taking the long way home in the evening, so one way roads (OWR-2) are ideal for getting them to work quickly, with minimum loss of traffic out of my commercial zones. You can see the edge of the slums (R$) at the top-right of the above screenshot, near the (1) mark that shows their back road access. I ran the simulator for 15 years to verify that the backroad (OWR-2) access, just barely does the trick for encouraging my NAM sims to be fully employed at the most distant dirty industry (I-D) lots at the bottom-right of the map. By the way, it's one of my advisors that called them "slums", not me! Sure, they don't have a high school or hospital yet, but it's coming. By the time the first generation of R$ kids grow up and start having children of their own, both high school and maternity ward in the hospital will be fully equipped. Hence, super-fast access to the manufacturing (I-M) zones on the other side of the "Commuter Airport" concerns me deeply, to ensure the oompa-loompas don't get in to steal the jobs from my sims. A Maxis ground highway tunnel (MHW) will make this a super-fast and enjoyable morning commute. The (2) marks the point for my airport tunnel entrance. The (3) marks the airport tunnel (MHW) exit, also surrounded by one-way roads (OWR-2) for fast RCI access to the many-many manufacturing zones (I-M). I'll post a comment in this same thread with full coverage (and instructions) on the airport tunnel construction. This will also serve high speed access to the Sea Port (10). Landfill. Can't live with it; certainly can't live without it! Landfill has huge NIMBY impacts on most aspects of the game, so I've zoned this next to my Wildlife Reserve, dirty industry (I-D), and my planned locations for the Small Municipal Airport, Waste to Energy Plant, and Federal Prison, all of which don't mind being right next to the landfill. Of course, no one actually works at the landfill, so maximum distance from the slums (R$) makes sense, too. As my slums (R$) mature in successive generations to have better education (EQ) levels, that low wealth residential area will slowly improve to provide social workers and prison wardens employed at the Federal Prison. Prison staff are also happy to commute further than factory workers will, curiously enough. Fast (OWR-2) access for more distant workers travelling through my commercial zone. There will be a few of those distant commuters, but I'm not sure how many. One way road (OWR-2) access will help maximise their number. This same set of one way roads (OWR-2) will improve police response to crimes at the airport, from the nearby Modern Police Station, by Mattb325 (my latest download). This police station has special features to overcome the crime bug affecting large plops. I always have police stations from the very start of my game, because one of the most effective ways to fight crime is to not let crime culture get a foothold in the first place. While I am waiting for the game to progress to the point where the airport will pay for itself (by providing commercial CAP relief), I will use that area for TEMP I-M zoning. Factory owners are forewarned that their tenancy is very temporary! Like, seriously, there's a great big sign promoting the upcoming building of the "Commuter Airport"! The strip of trees planted just there will help lighten the air pollution, which even manufacturing zones (I-M) are not keen on. Breezy Point has POWER! That's a Natural Gas Power Plant already built, and two more 4x4 spaces ready for two more power plants just like it. Natural gas is less polluting than coal or oil, and I'm pretty sure it's less polluting than the rest of my dirty industry (I-D), hence the power plants are actually nearest to the commercial and residential zones. Less polluting is a relative term, however, which is another reason that entire area is low wealth (R$ and C$), and will remain low wealth throughout the game. Notice that the zones for the future POWER plants are in a lighter yellow (Medium Density Industrial) as opposed to the dark yellow (High Density Industrial). The demarcation of these different coloured zonings guarantee that I won't end up with industrial growables overlapping both zones, so that it will be a clean bulldoze when I eventually plop more 4x4 power stations in those spots. I've used the same technique to guarantee clean future plops in the 4x4 WASTE and JAIL sections. In the meantime, these Medium Density Industrial zones will grow dirty industry (I-D) factories just as well as the High Density Industrial. NOTE: The primary use of High Density Industrial is for large industrial parks, with internal access for freight and workers, whereas Medium Density Industrial is for street-side factories. The Water Treatment Plant won't be plopped until I am ready to start encouraging medium wealth commercial (C$$) in the upper left and upper-right portions of the screenshot. Proximity to R$ residential assists with employment at the plant, to avoid the oompa-loompa problem. Proximity to dirty industry (I-D) maximises effectiveness at reducing water pollution. YES, I've tested all this stuff out (over many happy years playing Rush Hour vanilla), to verify that this is how the game works! This is also a good use of a space that will always have high air pollution levels. More one way roads (OWR-2) to maximise fast RCI access, for maximum employment of factory worker sims in place of their oompa-loompa counterparts. Sea Port located close to my industrial precinct. Short freight trips seem to improve productivity for the factories, boosting employment and income, and the real-life Breezy Point being a peninsula, the one-and-only road neighbour connection is far, far away. Like airports, the SimCity sea ports don't mind pollution at all. For those freight trucks deciding to circle the airport, rather than use the tunnel, a combination of one way roads (OWR-2) and NWM 3-lane Asymmetrical Road (ARD-3) provides fastest possible freight routes. This is also one of the the long routes home for factory workers not using the airport tunnel. Another long route home exit from the industrial precinct. Sims don't seem to get depressed about the evening commute, like they do with the morning commute, but I still care about giving them a positive commuting experience in ALL of my cities! Another strip of trees, to protect upcoming high wealth commercial (C$$ & C$$$) and high tech industry (I-HT) from the debilitating effects of air pollution. The strip is 3 tiles wide, and I hope that's enough. I'll dezone the north end of the industrial precinct and plant more trees if I need to. I'll also invoke the Clean Air Act ordinance when I plop the airport, so that will help, too. That will be the point when I push my dirty industry (I-D) tax rate from 9% to 20%, which will be a very unhappy day for the factory bosses, but a happy day for Breezy Point's bright future! Stay tuned in the comments below for the upcoming airport tunnel project!
  6. The party's over (in Canada)

    Reality is starting to take hold. The Conference Board in Canada (an economic think tank) says that younger people cannot expect to achieve the wealth levels of their parents. This is probably true is most countries in the world today. A lot of money was made by people in the recovery after WW II, and that party is now over. What do these twenty-somethings expect when automation has done away with so many entry level jobs? Even the most elementary positions like a receptionist to answer phones has been replaced by a computerized answering system. A university degree isn't much use unless you are going into a profession that's hiring. Many would be better off in a trade. Plumbers make more money than many office workers.
  7. Version 1.0

    192,917 Downloads

    This mod allows you to add jobs to any or all of the Maxis-Made Landmarks, at your own discretion. Your sims can now work in buildings like the Empire State Building, Living Mall, or US Capitol. The buildings still function just like they used to, the only change is the addition of jobs. Please see the included readme for full details, as there are some very important compatibility issues. Information is presented that must be adhered to for the game to function correctly. This is the first complete set of Landmarks with Jobs to be released. Questions should be directed to the Modding - Open Modding forum. Cori Edit: Keep the original Maxis Landmarks because they are needed for the models. Then ensure the ones in this mod load after the Maxis ones. (Thanks @Kloudkicker and @rsc204 for posts starting here.)
  8. Landmarks with Employment

    Version 3.9

    61,248 Downloads

    This puts employed people in all the towering Landmarks. This now uses real RCI functions as given by RalphaelNinja through his RCI lots. These lots also do not need zoning. They just need, power, water and roads. They also do not have negative effects on your commercial demand. Includes: Bank of America Bank of China California Plaza Chrysler Building Empire State Building John Hancock Center Korea Life/63 Building Living Mall Smith Tower Capitol Records Rockefeller Center Rush Hour: Columbia Seafirst Center Be sure to read the readme file included. Official Simtropolis tread is here: https://www.simtropolis.com/idealbb/view.asp?topicID=38077&pageNo=1&num=&sessionID=5533A18A186C4212B9B40082AD0C9C29 8/25 I've tweaked with demand caps so that there is demand cap relief for each building. 10/13 Capitol Records Building and Columbia Seafirst Center have been added along with a special query. 11/9 I've updated these lots so that they shouldn't grow on lots smaller than needed(if they grow at all.) I've also fixed the bug that caused "Tourism" to show up in the other RCI queries. 01/02 Rockefeller Center added I'll be adding special landmarks such as the Alamo and Big Ben at a later date. I think you'll be suprised by the changes so keep checking here.
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