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Showing results for tags 'statues'.
Found 3 results
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Suppose you were to build a 6x6 "neighbourhood" surrounded by roads that led to the other areas, such as industrial and commercial and whatever, and zoned it as medium density residential. It would attract a certain amount of people, with a certain ratio of R$:R$$:R$$$. If you then put a "positive" structure (YIMBY, I believe), such as a church or parknext to it, both the number of people and the ratio of "rich people" would increase, up to a certain point, partly because there is finite space to place YIMBY structures, and it makes sense to me that there is an absolute upper limit that cannot be exceeded no matter how many YIMBY structures that you place. If you put a "negative" structure (NIMBY), the number of people, and the ratio of "rich people" would decrease, down to a certain point, after all, it cant go to less than 0. Suppose however that you place the parks inside your neighborhood. If you place just one, perhaps in the corner of your neighborhood, presumably these numbers (total number of people and ratio of "rich people") will go up. If you place a small park at each corner, that will be increased by more, or at least that is what all the online strategy guides seem to indicate. I have also done some experimentation with this type of thing and it appears to be true that putting more parks and such does increase the number of people and the ratio of "rich people" up to a certain point. Suppose you then put medium parks in each corner of the neighborhood. Presumably the capacity (both for total people and "rich people") per square will go up, but over 1/3 (14/36) of the land will be unavailable and the apartment buildings/homes that can be built will be severely limited. Now suppose you put a large park in each corner of the neighborhhood. Now there would be no land whatsoever for Sims to build houses on, so both the number of people ("rich people" or otherwise) it would attract would be 0 since all the land is taken up by the 4 parks. This indicates to me that there is some point where putting another park or other "YIMBY" structure actually reduces the number of people and ratio of rich people that an area can hold because it hits that upper limit and putting in another park or whatever just reduces the amount of land that can be built on without increasing its capacity. Some years ago, I made a post called "new neighborhood design" where I described how I make a residential neighborhood, though I have since modified it, it is still that basic design. I will try to briefly summarize it. Each of my residential neighborhoods consists of 9 "subneighborhoods," 1 that has the civic center with services such as the schools, etc., with the other 8 being zoned for residential. Six of these have what I call "sim recreation areas" (which consist of a small park, an open grass area, an open paved area, a tennis court, a basketball court, and a skateboard park), 1 has a soccer field, and the last has a softball field. I think these "recreation centers" get me very close to that upper limit of population and ratio of rich people that I was talking about earlier. The reason I think that is because of a little experiment I did. Usually I place all (or at least most depending on what size of grid I am using at the time) of the reward buildings, except for the statues. However, I did some experimentation where I did find a place to put the statues, and they did not seem to make much difference to how many people and the ratio of "rich people" that the neighborhoods attracted. I can really only think of 2 reasons this might be. The first is that I somehow got a buggy copy and the statues just do not "work," though I think this explanation is very unlikely. What is much more likely, is that my "recreation centers" bring me to (or at least close to) this upper limit, and the statues just don't make much difference. Brian Christiansen
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Recently, I made a post about a region I was attempting to develop and how I tried accepting the statues to see what would happen. Those 2 cities seemed to attract more rich people (R$$$) than the cities where I did not, so to test this I created a new region called "statues test." In it I developed 4 medium sized (2x2) cities, placing the statues as I developed the cities, as opposed to rejecting them as I usually do. The statues did not seem to make much difference as to how fast the city developed, how much it earned, or how many R$$$ it attracted when compared with other cities I have made of the same size. The 4th city seemed to develop a little bit "better" than the 1st city, but I have reason to believe this was because a "region wide" demand was beginning to develop rather than because of my placing the statues. In another thread that discussed which "reward buildings" are "the best," the military base, the federal prison, the missile range, the toxic waste dump and the megamall were all mentioned as rewards to not take. I think of these as "desperation awards," because I have never gotten them unless my city is down to X(30,000 or even negative) simoleons and is losing money quite quickly. Sometimes these desperations awards have given me enough time to "fix" whatever poroblem my city had, sometimes they only put off running for senator by a little bit. In the cases where they did save me, and at the point where I had a city that would have a positive cash flow without them, I generally bulldoze them to get these NIMBY structures out of my city, but perhaps this is not always the best decision. Let me attempt to explain why: I suppose if you have to take the military base, it should be placed as far from a residential area as posible, and preferably in an industrial area. After the desperation awards give me the time to "fix" the problems (sometimes the city just has to grow enough to give me a population to have a sufficient tax base, and in my experience, if I place the desperation awards far enough from my currently developing reidential areas, they still grow in population/tax base ), and I am deciding whether to keep the army base, there are a few things I can do: First, I can demolish it and do nothing with the land that was freed up. In this case, keeping the military base would be more valuable option. Second, I can demolish the base and rezone it as whatever is around it. If it was residntial that I was forced to put the military base into, developing that land as residential rather would probably be worth more, at least monetarily, than keeping the base. If it was a business district I was forced to place it in I a not sure what would happen. However if the base was put in an industrial area it would be worth more to keep it than to rezone it. I base this on the fact that the base pays $350 a month (quite a bit in this game), the slight increase in the IM demand the military base produces, and, based on my personal experience, how much tax revenue that much area would produce if rezoned as industrial. When deciding to keep the federal prison, I think there are 4 different scenarios: The 1st is that you have no police stations at all. Perhaps you are doing a test to see what happens when services (police, etc.) are kept to an absoute minimum, who knows. In this case I suppose you could argue either that the things (mayor rating) are pretty bad and that either the prison does not make things that much worse or that you just dont want to make things worse, even a little. The 2nd is that the police stations have enough cell capacity to handle the criminals that are arrested. In this case it is probalbly best to get rid of the federal prison because it is not needed to handle the "excess prisoners" and it gets rid of this structure with a fairly high level of NIMBY-ness. The 3rd is if the police stations do not have enough cells to handle the ciriminals. If you get rid of the federal prison it will need to be replaced by a regular jail and at least according to the charts I can find, the federal prison is just as "bad" a structure as the federal prison with the main difference being that you have gone from a structure that pays you $250 to one the costs $450, a swing of $700, which is quite a lot in this game. The 4th is that the police stations do not have enough cells to handle the criminals, but somehow you ended up with both a regular jail and the federal prison. I think, because of the arguments I presented in item #3 above, it is best to keep the federal prison. Does this mean I think that one should use the "you don't deserve it" cheat to get the military base and the federal prison in the initial setup of the city. That is up to the individual player, but perhaps someone (maybe even me someday) could generate a new region, call it something like "cheat test region" and use the "you don't deserve it" cheat to see what happens is those 2 are put into the initial setup of a city. In fact, in a game that has been around ~17 years, it would kinda surprise me if somebody has not done that kind of thing. Brian Christiansen
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Importing models into custom made buildings & statues for SimCity 4?
Joe_Winko_From_YouTube posted a topic in SC4 Modding - Open Discussion
Is there a tutorial i can follow for importing custom 3d objects i made into SimCity 4? like if i wanted to put a statue into a city in SimCity 4, how would i do that? I know i would need to use a program called Gmax and building architect, but im not sure how to do it with that. Also, would i need to resize the statue in Gmax first? and if so, how big would i need to make it? does anyone know of any tutorial i could follow? please help <3

