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City-building game(s)

Found 4 results

  1. Good day everyone. Returnee mayor here coming back to the game after around 6 years and just trying to get an understanding of how the game works. I'm running a handful of "essential mods" including NAM39. So I figured I would just lay a straight road, add a few Res, Com, Ind and then spend some time with the Query & Route Query Tool to see what was happening (actually my initial reason for doing this was to try and see if there was a tile limit that determines commute time but I got sidetracked). My simple setup As you can see it's very simple as just wanted to get an idea of who commutes where and how. There are a couple of things that I do not understand though... The Residential zones are housing a total of 117 sims yet there are 294 sims working (Com: 48; Ind: 246). I'm interpreting this as I have 177 more sims working than are actually living there (294 - 117). Where are the extra 177 workers coming from? Do I have an illegal immigrant worker issue (in which case I would like an "Immigration Dept" ploppable). The road going through the Industrial Zone has zero traffic, all traffic stops at the Commercial Zone with the exception of a bus that goes to the first bus stop at the Industrial Zone then they walk to the factory adjacent to the bus stop. All the other Industrial units are showing zero workers with the Traffic Query tool yet showing workers with Query Tool. How can there be workers there if there is zero traffic? I apologize if I am completely missing something but I'm getting a little bit confused...
  2. @hailman made a mod named Variable Route Buses. This mod changes the behavior of the buses to allow Sims to ride the bus directly to work, by getting on the bus at designated stops but getting off anywhere they wish along the route. It might sounds unrealistic and make buses work like taxis, but this is how many municipalities operate bus service in more rural areas, like in Belgian countryside. So, if we can change the behavior of the buses, how about changing the behavior of the rest of the vehicles as well, by giving them new destinations and new abilities? Here are some ideas. Freight trucks begin from your industries and end up at the edges of your city (usually), at your freight train stations or at your seaports or in-land freight airports/spaceports. It looks like your industries supplies your neighboring cities, which is nice and welcomed, but never your own city. If they can ship their products at the other cities, why not at your own city as well? So, here is my first question. Can we make the freight trucks going to commercial (and even residential) zones as well? This could simulate the purveyance of the shops and offices, like having the trucks transporting food from the farms to the restaurants and cars from the car industries to the car dealerships. It could also simulate delivery orders from industries to residences, like ordering a new wire for your phone or spare parts for your car directly from the factory. This could made the traffic more realistic but also more challenging to manage it. Speaking about I --> C and I --> R freight tracks, how about adding a C --> R version as well? We already have some nice automata that could be useful for this task, like those commercial vans. Shops (and maybe even offices too) would function like mini factories that provides jobs to our Sims, but they'd also send products by vans to our Sims' homes as well. A kind of C <--> R connection. Now, let's make the add. Homes sends workers to shops and offices, shops and offices sends products to homes. Homes sends workers to factories and farms, factories and farms sends products to homes, shops and offices. Add the rest of the routes (like cars and buses) and you'll have something like this: R <--> C C <-- I <--> R It would make the freight trucks even more useful and the traffic even more realistic, but I'm afraid it would require a serious (and maybe impossible) scale of modding attempt. And now, my favorite part. Let's get nuts and heretic . We all know that industries can ship their products directly into the railroad if you build them right next to it. No need for the freight station. Just build your factories right next to the rails. But how about giving this ability to the residential zones as well, so Sims can use the railroads as an alternative for the roads? I'm not talking about visiting the closest rail station to get a big passenger train. I'm talking about this: Small, car-train hybrids for everyone! Just build some homes next to the rails and let your Sims hit the railroad to go to their jobs and return from them. Of course this will require a new kind of automata. Something like this: Big passenger trains, freight trains, and now small car-train hybrids. Another good reason to get rid of those track checkers. So, more useful freight trucks, delivery vans, and more flexible railroads. Can we have them?
  3. I've requested that region-view ferry route color be customizable in the NAM. I think it would be cool for the TSCT to display and offer customization of the RGB and pattern for each transit network. However, while I am waiting, I am wondering what I can do to mod my own plugins to help my problem: I installed a water mod. I like it except... The new darker color in the region view renders NAM's purple ferry routes virtually invisible. I wish I could flip the ferry-route color to white (or some other bright, high-contrast RGB). Does anyone here know how to find and mod the colors and patterns of region-view network displays?
  4. Ok this is a mystery to me. Here are two city service buildings relatively close to one another. One spits out a train of ambulances, alls fine and hunky dorey! The other claims it is "Operating normally," but it is yet to spit out a single fire truck. I've consistently had this problem. I've rebuilt all of the streets in this area. What gives? Why does Mass Transit show NO ROUTES to this fire dept.? There have been fires at its doorstep and it just sits there. Working as intended. has never even considered working
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