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Found 5 results

  1. I have been fascinated by MegaTowers ever since I started playing SimCity, and like many of you, I have lost money and patience until I finally could build successful MegaTowers that were earning me 15 million per day all alone. Although every post talks about bugged MegaTowers, it is just a (reasonable) misconception because people ignore the following things. Ps: there is a list MegaTower bug fix by the end, remember to check it! First: it is a MegaTOWER, not a MegaTown! MegaTowers do not work isolated, so the solution to your problem hardly relies on building new levels. Second: just like any other building in this game, some MegaTower complaints should be ignored for a while (especially after the 1st level [especially if you already took action]), because... Third: MegaTowers take a while to load informations, especially ones coming from outside the tower (which are very important), Just like any other residence, MegaTowers rely on their location, land value, nearby attractions, etc... you can't simply ignore these, because it will will totally ruin residents' happiness and satisfaction. Example 1: once I've created 2 MegaTowers side by side, isolated from everything else, with only one level each and both wanted park levels. Normally, players immediately build a park for each tower and there goes a ton of cash... But remember that MegaTowers are isolated SimCity buildings! So I simply built one park, and minutes laters residents from both towers were happy! Why? All residents can go to nearby towers to fulfill their needs (even when there is no Skybridge); Example 2: I have created 4 Elite MegaTowers side by side, with a huge $$$ park in between and shops by the avenue. Well, they NEVER asked for any of these. But then they asked for jobs (I have no industrial buildings and few shops), so I created an office level in one of them. Well, they simply went to work inside this single Tech Office). Ps: once again, info takes a while to load, so they kept complaining for a while... Ps 2: never forget that Tech Offices only vary in wealth quantity (never excluding any kind). Example 3: I had this single $ MegaTower which suddenly started complaining about jobs... Some players build Office/Shop Levels immediately, but that is a horrible idea because all levels cost money to maintain and you need to be sure you can fill exactly what those will require. To fix this, I simply created a few industries and soon they were all working very happily. Oh, yes: it took a while to fill the apartments back again! If there is a MegaTower glitch, that is the real one. Example 4: once I had these two towers (one $$ and one $$$), with high wealth parks in between and only $$$ houses nearby that said "We need more shoppers to make a profit". But only the $$ kept complaining about building another apartment level Why? Well, 2 Apartment levels weren't enough to buy everything because those were the only medium wealth in town – unlike the $$$ MegaTower Shop, which was receiving shoppers from the rich houses nearby. MegaTower tips and bug fixes Never mix different wealth apartments unless you REALLY know what you are doing. Always check your RCI demands and population stats before building MegaTowers and its levels. You have to earn at least 2.5k and 4.5k per hour Simoleons to build MegaTowers and Elite Megatowers, respectively. Oh, that obviously applies to additional levels, so you won't ever have to shut it down as you try to fix it (making it take even longer to load your recent actions). Once again, never build a MegaTower unless you can afford the extra sewage, water and electricity it may require as you build more levels. Otherwise, you will bankrupt! Remember to be resilient when complaints are persistent... example: if your residents said they are overworking / have no relief from work even after you just built another apartment level to fix it, just wait a few game days to make sure if they are still unhappy. The same is true to "not enough workers to make a profit" bug and every other complaint. At the end of the day, if nothing fixes your glitches, you can just demolish problematic levels... but bulldozing rarely solves it, because they new one will probably have problems. So my best advice is to build your MegaTower very slowly. Since MegaTowers are not isolated from the whole SimCity, you can build Solar Panel Crowns to bring to energize your whole city and region; build parks to increase nearby residents satisfaction; get Air Scrubber Crowns to fill your ground with water and etc... Oh, the 15 million I earned from MegaTowers was because they had offices and shops with 5 Billboard Advertising Crowns! Well, that's it! Thanks for reading <3
  2. Kingdom Hall

    Version 1.0.0

    195 Downloads

    Description Kingdom Hall of Jehovah's Witnesses that in the city Orlova in Czech Republic. It is the biggest in middle Europe. Size is 16x26m. The building is in park menu and will improve happiness of citizens. Sál království Svědků Jehovových, který stojí ve městě Orlová v České republice. Je největší ve střední Evropě. Má rozměry 16x26m. Budovu najdeš v menu parky. Postavením budovy zvýšíš spokojenost obyvatel. Custom LOD. Main model Texture: 1024x1024 (diffuse-normal-specular-illumination-color) tris: 572 Color variations LOD Texture 128x128 (diffuse-illumination-color) tris: 77 Data Size: 4 x 4 Type: Park Construction cost: 13000 Maintenance cost: 300 Entertainment accumulation: 150 Entertainment radius: 600 Electricity consumption: 10 Water/sewage: 3/3 Garbage accumulation: 5 Tourists: 180 Installation The model import user folder is located at: On Windows C:\Users\<username>\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets On Mac /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Assets On Linux /home/<username>/.local/share/Colossal Order/Cities_Skylines/Addons/Assets
  3. A beautiful strip filled with offices and apartment buildings. Looks pretty gud.
  4. Not all news is gloom and doom. Seems that if you live in the frozen north, you are a happier camper.
  5. This game has a terrible fundamental, but seemingly easy fix. It is highlighted by 100% residential cities (with no other cities in the region). At the moment a residence will survive and expand without any source of income, or at the very least very little city wide income. 100% resident cities develop by using parks which does add a very small amount of cash via a couple of job slots. It currently stand this is enough to sustain and build up to high density. Obviously this is obsurd. The simple, yet far reaching fix to this is to require that residential buildings have to pay rent/mortgage per day/hour/whatever. Thus if the residential building does not receive enough cash from job buildings it decays. This would make 100% residential cities remain at very low density unless you had a supporting city nearby that had a high number of jobs to commute to and bring cash back. It would also strengthen the I-C-R cycle. Resident buildings require cash, generally by Industrial buildings who need to make cash to give to residential buildings from sales to Commercial buildings, who need to get cash by selling stuff to resident buildings. So a cycle goes. So industrail profit would be freights sales-resident payments-tax. This way, if your industry has no sales, it cant pay residents which forces population to move out of the city, commecial buildings would fail because there is no cash to buy stuff. The entire system would be so much more dynamic and interesting and inter-city relationships would have far more meaning as basically a way to move cash around and gradually build up and densify a region. Mining serves as a cash generator to kick start the region by injecting cash into the cycle, also to allow the simulation described above to function a little bit of cash is injected by each new building built. The cash removed from the system is via importing goods and also dumped into the Mayors city building account via Taxes and cash destruction by services/utilities. So in essence, Free Cash Flow should drive densification modulated by happniess. The happier your Sims the less cash required to increase density, converse being true too. (So you could have a very unhappy town, making A LOT of cash increasing density). Crime should also be a reflection on happiness, the less happy your citizens the more crime there is and vice versa. At the moment it seems happiness is the driver of densifcation with available cash having little to do with anything other then shopping. Please comment. Some of what I post above may actually be occuring however if it does, it needs serious tweaking as evident by 100% resident cities.
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