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City-building game(s)

Found 4 results

  1. Centerville- Underdevelopment

    City south of Poquoson
  2. This may be an odd request, but is there a way to know the height of the vanilla unique buildings? The CO Building, the Servicing Services Offices, Transport Tower, and High Interest Tower in particular. Thanks.
  3. A topic that got my attention since the release of After Dark is tourism. The new option is flawed and people are often discussing that it should be fixed. There aren't enough tourists and especially when you're building a lot of unique buildings to attract tourists it is annoying to see that almost nobody is visiting them. I think that problems with tourism are mainly caused by how Paradox approached tourism. Tourists are visiting the city, which basically means that you will have a problem with agent-limits. This approach could lead to other problems with simulation of traffic-patterns of citizens if you want to get it fixed. Which makes it seem quite impossible to fix. However, I got an idea which might be able to fix tourism without messing around with agent-limits: Just treat tourists as residents. First of all I want to state that treating the tourist as resident needs some serious alterations. However, this might be easier to do since traffic-patterns of tourists might be easier to calculate than traffic-patterns of residents. Tourists need hotels in order to sleep and go on the next day. However, they don't work, are less likely to commit crimes and don't need education. Tourists therefore have less needs than residents which could make a large simulation easier. The idea is quite simple: Tourists are going to your city and stay there for a few days. If a tourist leaves another tourist might be traveling to the city, this goes on forever. Tourists 'live' in hotels, which means that hotels should have a residential type with tourist-specialization. I think it is better to approach hotels this way. The main goal (at least for the simulation) is to house lots of tourists for a short period of time, the fact that they raise money is kind of irrelevant in this case, it is nice that they do but housing tourists is the main goal. The 'life' of a tourist could look like this: They move into a hotel, they go to unique buildings, they move out. If simulating migration in large numbers would become a problem with agent-limits and computer-power you could also 'kill' them. Which seems cruel but might be working fine for simulation, basically tourists are being 'born' in hotels, go to unique buildings and 'die', in order to make this work concepts like age should be let go. Furthermore the simulation should be less deep for these tourists, since you don't want to pick up dead bodies. This simulation would roughly be like 'they appear, do things and disappear'. Preferences of tourists are somewhat different than preferences of citizens. They want to move into hotels that are close to parks, unique buildings and public transport but schools and hospitals are less important for them. They are very picky, a hotel that isn't close to unique buildings or parks will have less tourists in them and will more likely get vacant. Furthermore tourists prefer leisure/tourist buildings over normal commercial buildings. In another thread I've made the suggestion to split up tourism into hotels and bars/restaurants, this could be in addition to the suggestions I'm making in this topic. Other suggestions made by OcramsRzr on hotels are also very nice, especially his suggestion to make a different demand is very nice in this case (number two in the thread linked to earlier). In this case demand would be a little bit like demand for residents, but in this case for the tourists only (which could be connected to tourist/commercial as well). In an average day a tourist would visit at least one unique building and a restaurant/bar. Unique buildings should work more like commercial buildings. Not the number of visitors, but the tax-income they gain is important. They still cost (a lot of) money, but it is possible to earn it back. I'm always annoyed by the fact that I plop some unique buildings which cost at least $1000,- a week and they barely get any visitors at all. Therefore the focus should be on income and not on visitors. Just like commercial buildings, getting enough visitors is important too but the most important thing in this case is earning money. Unique buildings sell tickets in order to get you in and this way they make money, which could be taxed. The stadium, aquarium and expo clearly have something to sell. But also monuments like the Eifel Tower sell tickets (at least I never managed to get in the Eifel Tower for free ). Therefore it would make sense to treat unique buildings as commercial buildings. This would mean that you don't know how many people are visiting the buildings (lets be honest, that doesn't work properly), you only know how much you earn from them and how much it costs you. What I like about this approach is that unique buildings could still cost you money, but if you would do it right it could be possible to earn that back. These are my suggestions about improving tourism this far. There are still lots of things to figure out but I think this would be a nice start. Do you have any suggestions on this problem? I would like to know your suggestions on this topic!
  4. So, after I got After Dark, I zoned my first tourism district, and later a second one somewhere else. After those hotels grew, they suddenly started all to abandon. I didn't really look too closely at it at the time and turned the districts into leisure zones. Looking at the statistics however, the number of tourists in my city had gone down from 625 a week to a pitiful 12. So, does anyone know whether this is still the old bug related to unique buildings that are too attractive? I need some pointers of how to investigate this or whether there's anything I can do about it. I turned off most unique buildings, but that didn't help.
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