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Simcity 4 Tutorial [Part 4]

Blogs > YMCApylons
Post a Reply
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
Last Edited: 2013-03-17 05:18:48
March 17 2013 05:15 GMT
#1
Introduction
This is a continuation of Part 1, part 2, and part 3.

Previously on Simcity Tutorial...

[image loading]
We added Urona Sigma as a suburb for Mar Sara. Now we are going to develop each of these zones a little more, bouncing back-and-forth between these zones, just developing each, and touching on a few topics related to multi-region play.

Power and Waste Consolidation
[image loading]
We've developed Hangar Bay a little more, creating two distinct zones, a polluting manufacturing zone to the west, and a high-tech zone to the east.

[image loading]
The pollution overlay. As you can see, there is a large plume from the two incinerators. They take care of the entire trash output of the entire region. The manufacturing zone generates quite a bit of pollution, while the high-tech region has some pollution, mostly from traffic. Finally, we see a stripe of traffic from the road leading to Urona Sigma. This gives us a good look at all three types of pollution - powerplants/incinerators, industry, and traffic.

[image loading]
All the power in the region is coming from this single hydrogen power plant. It has zero pollution.

Inter-Regional Economic Development

[image loading]
Our starter city of Mar Sara has really grown due to the economic benefit of two neighbors. Our city now has 147k sims. Also shown here is the health overlay, with the coverage radius of the hospitals, which provide complete coverage for the residential zones.

Let's take a look at the economic effects.

[image loading]
The highway sends 11k sims into Urona Sigma, drawn predominantly from the east side of the city.

[image loading]
The railroad sends 9k sims into Hangar Bay, drawn predominantly from the west side of the city.

[image loading]
Our downtown is flourishing. Points of interest include city hall and a mayor's statue. As you can see, even SC4+NAM can be quite pretty.

[image loading]
About 1k sims from Urona Sigma are living the traditional middle-class American dream, commuting to work from their leafy suburban homes to the city.

"Eternal Commuters"

This issue was brought to my attention by 419, who warned me of the possibility of my sims going from region to region, in a circular loop, becoming "eternal commuters, just going from region-to-region, forever.

On March 13 2013 18:46 419 wrote:
I think it is a fairly well-known problem.

Here is a fairly decent explanation of it, at the link (its written for CAM mod, I am quite sure that the problem exists even in games without that mod): http://www.wiki.sc4devotion.com/index.php?title=Colossus_Addon_Mod#Eternal_Commuters

Show nested quote +
Eternal Commuters is a situation caused by sims thinking that the nearest job is always in a neighboring city, and consequently getting trapped in an endless loop. The easiest visualization of this is to imagine four cities sharing a common corner. If each city is connected to each of its neighbors near that corner, residents in that part of a city (City A) may find that the edge of the city is closer than any job within the city. Because sims always assume that the neighboring city's jobs are always at the edge, they will cross to the neighboring city in search of work, commuting to the neighbor (City B). The sims get to City B, and find that in fact, the jobs are not at the edge, and the edge of a third city (City C) is closer than any of the jobs in City B. These sims make the decision then to commute to City C, along with all of City B's sims that are also headed there for work. The sims get to City C, find the same situation as before, and along with City C's unemployed, commute en masse to City D. City D is no better than Cities B & C, and so the entire horde commutes into City A from City D. Upon arrival in City A, they see that City B is closer than any of the jobs in City A, and the cycle repeats. In each one of these cities, the commuting horde picks up new commuters, but never loses any, including when it passes back through the same cities again. The end result is a stream of sims, eternally commuting around the corners of a city, never finding work - and creating tremendous traffic jams in the process.


The one way to surely solve the problem is make sure that none of these circular possibilities exist. In other ways, the transport must branch out from a single city (instead of A->B->C->A, have A->B and A->C connections, and not the B->C one). I think there are ways to mitigate this issue with good city design (in the ABC scenario mentioned before, make sure that the entrance to B from A is not close to the entrance C from B (and that the sim can find a job closer).


Let's see if it exists here:

[image loading]
We've got about 8k sims going to Hangar Bay, the majority of which came from Mar Sara. They're just using the highway to pass through Urona Sigma.

[image loading]
If we see where they're going, about 4k spread out to their jobs in Hangar Bay, but about 4k decide to board the first train (orange line) back to Mar Sara...thus completing their loop back to Mar Sara. Eternal commuters. (Note: The numbers from zone-to-zone aren't going to match up exactly, as there is fluctuation from day-to-day).

[image loading]
Here's the commuter flow schematic. As you can see, we've got a lot of good, healthy traffic, but we seem to have a 4k eternal commuter loop. We'll just have to monitor this to make sure it doesn't get out of hand. If it does, we may need to do some surgery to the transport network.

What's Next?

Don't know. Ideas? I'll probably just develop the next zone fairly quickly, as there won't be anything you haven't seen, but I'll snap some shots and put those up.

*****
You must construct additional pylons.
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
Last Edited: 2013-03-17 05:48:01
March 17 2013 05:20 GMT
#2
Thought this might be a good palate cleanser after watching Koreans massacre foreigners today. I mean, damn, total domination.

+ Show Spoiler +
But at least my boy Sen took a game off Parting. Give the state of HOTS zerg, that was more than I expected.
You must construct additional pylons.
Cokefreak
Profile Joined June 2011
Finland8095 Posts
Last Edited: 2013-03-17 05:40:23
March 17 2013 05:40 GMT
#3
Thanks, I just woke up and found out this, I learned some things here about pollution control, now could I please ask you to answer what I wrote to p3 regarding some of my problems :D
Edit: stop spoiling MLG in an unrelated thread as well
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
Last Edited: 2013-03-17 05:53:16
March 17 2013 05:49 GMT
#4
On March 17 2013 14:40 Cokefreak wrote:
Thanks, I just woke up and found out this, I learned some things here about pollution control, now could I please ask you to answer what I wrote to p3 regarding some of my problems :D
Edit: stop spoiling MLG in an unrelated thread as well


I guess I thought I answered your questions? I thought the answer was that you were playing on hard. I don't mind answering questions, but a question like "I don't know why my industry won't grow" is less likely to be answered than a question that goes "Here is a screenshot of my city. Why can't I get industrial-manufacturing demand? I've tried X and Y." A specific, precise question is more likely to get noticed and answered.

Roger wilco on the spoilers. Edited.
You must construct additional pylons.
Cokefreak
Profile Joined June 2011
Finland8095 Posts
Last Edited: 2013-03-17 05:54:12
March 17 2013 05:52 GMT
#5
Oh I made a new post there about getting the demand for manufacturing industry to start,
http://www.teamliquid.net/forum/viewpost.php?post_id=18047820
sometimes I seem to randomly just not get it starting and end up in an endless loop of more agriculture demanded no matter how much I zone to it.

Edit: I'll try to get some screenshots up about it the next time I start a city and it happens... Is this just one of those random things that can happen with the game because it isn't happening every time even with the exactly same city layout.
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2013-03-17 05:57:49
March 17 2013 05:54 GMT
#6
I always used that cheat to go back to god mode and plant forests just to deter pollution. Trees are so efficient in SC4

edit: Yeah but those trees take time to grow, god mode they are instant.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
March 17 2013 05:56 GMT
#7
On March 17 2013 14:54 Disregard wrote:
I always used that cheat to go back to god mode and plant forests just to deter pollution. Trees are so efficient in SC4


Heh...didn't cheat. Each tree cost me $3, but whatever, I've got cash =)
You must construct additional pylons.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 17 2013 06:02 GMT
#8
Hm, I'm really scared about this commuter thing. I connected all three (soon 4) cities with subway and roads D:
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
March 17 2013 06:07 GMT
#9
On March 17 2013 14:52 Cokefreak wrote:
Oh I made a new post there about getting the demand for manufacturing industry to start,
http://www.teamliquid.net/forum/viewpost.php?post_id=18047820
sometimes I seem to randomly just not get it starting and end up in an endless loop of more agriculture demanded no matter how much I zone to it.

Edit: I'll try to get some screenshots up about it the next time I start a city and it happens... Is this just one of those random things that can happen with the game because it isn't happening every time even with the exactly same city layout.


Yeah, more detail will help. It's hard to give you advice without knowing what's going on. Also, play on medium or easy to start. As you said in your post, SC4 is more complicated. There's no shame in starting at an easier level.
You must construct additional pylons.
419
Profile Blog Joined December 2010
Russian Federation3631 Posts
Last Edited: 2013-03-17 08:33:44
March 17 2013 08:24 GMT
#10
Here is the stuff I've done with the San Francisco region map, still a work in progress. Total population is about 100k.

Transport map:
[image loading]

(the purple is high-speed rail)

northeast corner:
[image loading]

the main coast:
[image loading]

Delta is a town located on the eastern shores of Hammer Lake on the northeastern corner of the map. Unsurprisingly, being near a body of water, it is quite agriculture-focused.

[image loading]

It is mostly a $$/$$$ town as you can see by the houses.

[image loading]

Hammer Valley.lies below the Caldera mountain range and the ridge marking the southern boundary of Delta. It is comprised of a short southern branch, and a longer southeast portion that more accurately follows the valley:

[image loading]

Caldera Point spans the area from the western shores of the lake to the Caldera range. There is an extensive mining operation in the mountainous districts. A small woodland divides the town's residential and industrial/commercial areas.

[image loading]

I might post some city screenshots of the coastal cities later.
?
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 17 2013 08:29 GMT
#11
That's one hell of a nice region!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 20 2013 23:49 GMT
#12
I'm reading the Prima strategy guide and, even if I'm a simcity 4 player since release, I'm learning so much.
For instance I never knew there was a cap for each population type, or that just 0.2 points under the neutral tax rate gave the max (35%) possible boost to your demand.
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
March 22 2013 14:43 GMT
#13
On March 21 2013 08:49 MrCon wrote:
I'm reading the Prima strategy guide and, even if I'm a simcity 4 player since release, I'm learning so much.
For instance I never knew there was a cap for each population type, or that just 0.2 points under the neutral tax rate gave the max (35%) possible boost to your demand.


Really? Just 0.2? And here I've been lowering I-HT, C$$$, R$$$ by 0.5%...
You must construct additional pylons.
QuanticHawk
Profile Blog Joined May 2007
United States32044 Posts
March 22 2013 15:13 GMT
#14
I like the layout of your suburbs. however i personally prefer to use the mod trees found in the recreation icon rather than god mode trees. I think they look a lot nicer!
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2013-03-22 18:15:10
March 22 2013 18:13 GMT
#15
On March 22 2013 23:43 YMCApylons wrote:
Show nested quote +
On March 21 2013 08:49 MrCon wrote:
I'm reading the Prima strategy guide and, even if I'm a simcity 4 player since release, I'm learning so much.
For instance I never knew there was a cap for each population type, or that just 0.2 points under the neutral tax rate gave the max (35%) possible boost to your demand.


Really? Just 0.2? And here I've been lowering I-HT, C$$$, R$$$ by 0.5%...

There's a lot a good tips in this guide, and some not known rules (well I didn't, but perhaps everyone but me knew about this stuff)
I could copy paste some parts if there is interest. Also now I know why a lot of tutorials go for a farmer market, it gives a lot of residential cap (which I never knew it existed too)
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
Last Edited: 2013-03-22 22:14:55
March 22 2013 22:14 GMT
#16
On March 23 2013 03:13 MrCon wrote:
Show nested quote +
On March 22 2013 23:43 YMCApylons wrote:
On March 21 2013 08:49 MrCon wrote:
I'm reading the Prima strategy guide and, even if I'm a simcity 4 player since release, I'm learning so much.
For instance I never knew there was a cap for each population type, or that just 0.2 points under the neutral tax rate gave the max (35%) possible boost to your demand.


Really? Just 0.2? And here I've been lowering I-HT, C$$$, R$$$ by 0.5%...

There's a lot a good tips in this guide, and some not known rules (well I didn't, but perhaps everyone but me knew about this stuff)
I could copy paste some parts if there is interest. Also now I know why a lot of tutorials go for a farmer market, it gives a lot of residential cap (which I never knew it existed too)


Yeah, write up some tips, and I'll quote them in the next part of the tutorial. I'd be interested to know what else I've missed or forgotten in the 5+ years since I last played.
You must construct additional pylons.
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
March 23 2013 09:02 GMT
#17
[image loading]

This was a city (Vertica) I built as part of a larger region, Qing Long Gang. Downloaded a ton of custom buildings off Simtropolis back in the day...

[image loading]

Vertica is that bundle in the middle center. I gave up on this in about 2007, but I might restart it again and show you guys some cool stuff!

Sneak peek:

[image loading]
Что?
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2013-03-23 19:27:03
March 23 2013 19:26 GMT
#18
Sickcity 4000 !

Here are some stuff that I found interesting in the Prima guide, perhaps most are known, but personnally I never knew about the population cap so I guess I was pretty ignorant. Use those in your next thread if you want

All of this is copied and pasted so no particular order :
+ Show Spoiler +

Land value is enhanced by proximity to water and high ground.

Trees are your last step before establishing your city. Use a lot
of greenery during this terraforming phase. It’s good for the
environment, it looks nice, and it costs you big Simoleons and
a lot of work to do it later.

TOP CRIME EFFECT
NOTE
These buildings reduce
the effectiveness of nearby
police stations. They do
not generate crime; instead, they impede
the police ability to fight it.
1. Casino
2. Army Base
3. State Fair
4. Convention Center
5. Federal Prison

TOP MAYOR RATING
ENHANCERS
1. Arc de Triomphe
2. Great Pyramid
3. U.S. Capitol Building
4. Chrysler Building
5. Empire State Building
6. Statue of Liberty

TOP MAYOR RATING
REDUCERS
1. Toxic Waste Dump
2. Army Base
3. Federal Prison
4. Casino
5. Country Club
6. Missile Range
7. Advanced Research Center
8. Alcatraz

For most city sizes, keeping your taxes at nine percent has no effect on demand,
though altering it in either direction will; the larger the change, the larger the effect.
As the city grows, this “neutral” tax rate will drop to eight percent.

Fill the map with low density before laying a tile of medium or high density. As
density increases, tax revenue per occupant drops. Therefore, a large city of low
density yields more revenue than a geographically smaller city of the same popula-tion with high density.

You need a low income Residential population, so after your city begins to grow and
wealth-attracting amenities improve, look to expand into areas that population will
accept living in. This means you can (and in some instances, should) zone Residential in
areas of high pollution or near NIMBYs, areas that only low-wealth Sims find desirable.

To contain pollution, build your polluters on one side of a hilly range and your pollu-tion-sensitive zones on the other. This keeps them linearly close together (linked by a
tunnel) while providing a barrier to pollution; the higher the hill, the more pollution it
can contain.

You can only reduce crime through greater education. If you raise your Sims’ EQ,
crime will be impacted.
Crime occurs in random locations, so the problem that led to a crime has nothing to
do with where the crime is committed.

• Build a dedicated Road and Rail (and later a Highway) used only by your Industrial
zones to get to a nearby Neighbor Connection. The shorter they have to go for their
freight trips out of town, the more desirable your zones will be.
• Never reduce road maintenance. The traffic problems the potholes create are never
worth the savings.
• Put a one-tile gap between different types of mass transit stations to permit direct
transfers from system to system.
• Build Seaports closer to your Industrial zones than the nearest Neighbor Connection
or nothing will go to the Seaport.
• When Streets become congested, upgrade them to Roads. This raises their capacity
but reduces surrounding Desirablity.
• Intersections slow traffic. Use long, straight roads.

• Use Disasters to demolish buildings with expensive bulldoze costs for free.

Structures can downgrade but
can’t upgrade. You won’t ever
find a R§§§ Sim living in a R§ house. In this
situation, the house would be demolished and
redeveloped.

Workforce Demand
Developer Type R§ R§§ R§§§
CS§ 100% 0% 0%
CS§§ 68% 27% 5%
CS§§§ 62% 30% 8%
CO§§ 40% 50% 10%
CO§§§ 20% 65% 15%
IA 100% 0% 0%
ID 100% 0% 0%
IM 50% 45% 5%
IH 10% 80% 10%
For example, a Co§§ buildings with 100 jobs
would require 40 R§, 50 R§§, and 10 R§§§ Sims,
and would accordingly increase demand for
each.

As a rule, zone less than you think you need, especially if you’re dealing with high-density
zones and their potential for high-capacity buildings. You can also increase taxes to temper
overdevelopment.

Demand Capping is a force working against
growth of your city of which you may not be
aware. If you fail to tend to it, demand for your
city will dry up.
Demand Caps are fixed ceilings beyond which a
population cannot grow, overriding actual
demand

Initial Demand Caps
Developer Type Initial Demand Cap
R§ 20,000
R§§ 2,000
R§§§ 1,000
CS§ N/A
CS§§ N/A
CS§§§ N/A
CO§§ 3,000
CO§§§ 2,000
IA 30,000
ID 14,000
IM 7,000
IHT 4,000

For example, a city has an Initial Demand Cap on its R§ population of 20,000. In other words,
population can grow to 20,000 and no further without some relief. At zero R§ population,
demand can potentially reach +1,000 (+1000 is the demand bar to the maximum). At 10,000, it can climb only as high as +500 no matter
how high demand actually is. When you get to 20,000, demand can’t register above zero.If you did nothing about Demand Caps, your city would be incapable of growing beyond these points.

In general:
• Residential: Desires amenities
• Commercial Office: Desires connections to other cities
• Industrial: Desires connections to other cities

Don’t destroy a building or connection with Demand Cap Relief after passing the
Demand Cap it expanded. If you do, you’ll drop to the previous Demand Cap, and
your demand sinks to zero until you provide alternative relief.

+ Show Spoiler [Structures That Provide Residential De…] +
Structure Demand Cap Relief R§ Demand Cap Relief R§§ Demand Cap Relief R§§§
Basketball Court 1,000 1,000 1,000
Beach 250 250 250
City Zoo 8,000 16,000 0
Community Garden 250 250 250
Country Club 0 0 8,000
Courthouse 0 15 15
Disease Research Lab 0 10,000 10,000
Farmer’s Market 20,000 150,000 0
Gazebo 1,000 1,000 1,000
Large Flower Garden 7,000 7,000 7,000
Large Medical Center 20 20 20
Large Park Green 2,500 2,500 2,500
Large Plaza 9,000 9,000 9,000
Major Art Museum 0 6,000 6,000
Major League Stadium 300,000 300,000 0
Medical Clinic 20 20 20
Medium Flower Garden 3,000 3,000 3,000
Medium Park Green 1,000 1,000 1,000
Medium Playground 3,000 3,000 3,000
Medium Plaza 4,000 4,000 4,000
Minor League Stadium 200,000 200,000 0
Open Grass Area 250 250 250
Open Paved Area 250 250 250
Opera House 0 0 5,000
Playground 1,000 1,000 1,000
Private School 0 0 6,000
Radio Station 0 9,000 0
Ranger Station 1,000 1,000 1,000
Resort Hotel 0 5,000 5,000
Skateboard Park 4,000 4,000 4,000
Small Flower Garden 750 750 750
Small Park Green 250 250 250
Small Plaza 1,000 1,000 1,000
Soccer Field 5,000 5,000 5,000
Softball Field 6,000 6,000 6,000
Stock Exchange 0 0 125,000
Television Studio 0 3,000 0
Tennis Court 4,000 4,000 4,000
Tourist Trap 100,000 0 0
University 0 15,000 15,000


Commercial Service isn’t limited by Demand Caps. It can grow without relief.
Commercial demand Cap Relief comes from making a connection to another city; it doesn’t have to be extended
into the neighboring city.

Co Demand Cap Relief by Neighbor Connection
and Redundant Connections
Second Connection of Third Connection of
Connection Type First Connection to Nbr same type to same Nbr same type to same Nbr
Highway 100,000 58,496 41,504
Subway 20,000 11,699 8,301
Road 10,000 5,850 4,150
Rail 10,000 5,850 4,150

Connections provide their full Demand Cap Relief to Co§§ and Co§§§
separately. In other words, one Road connection raises the Co§§ Demand
Cap to 13,000 and Co§§§ to 12,000.
Make connections to each possible neighbor by each possible transportation type. Just
because a connection doesn’t offer its full effect doesn’t mean it isn’t worth making: Demand
Cap Relief is Demand Cap Relief.

Maximum Demand Cap Relief by Airport Type and Size
Airport Type Small Medium Large
Landing Strip 10,200 13,100 16,000
Municipal Airport 28,800 34,100 40,000
International Airport 70,000 80,000 90,000

The amount of Demand Cap Relief offered by
an Airport equals the number of Commercial
Office structures reachable by Road/Street from
the Airport. The larger the Co population that
can get to the Airport, the greater Demand Cap
Relief you receive. The relief is limited by the
kind of Airport.
To get full Demand Cap Relief from Airports, lead the Road that touches
the Airport to your Commercial Office zones.

Buildings Providing Commercial Office Demand Cap Relief
Structure Demand Cap Relief Co§§ Demand Cap Relief Co§§§
Convention Center 100,000 100,000
University 15,000 0
Television Studio 10,000 0

INDUSTRIAL DEMAND CAP RELIEF
Industrial Demand Cap Relief is based on
freight trips to the connections. The more trips
arrive at the connections, the more Demand
Cap Relief is provided.
Several times a month, Industrial buildings
send out shipments to connections (the larger
your Industrial population, the more trips go
out) including Seaports. If the shipment arrives
at the connection, 20 is added to the Demand
Cap of each Industrial developer type (or 20 x
the number of trips). If the trip can’t get to the
connection (due to, for example, heavy traffic),
no Demand Cap Relief is earned.

AGRICULTURE ANDDEMANDCAPS
Generally, every job offered by developer type counts against its own Demand Cap.
All ID jobs make up the ID population, all Co§§ jobs comprise the Co§§ population,
etc. Agriculture is different.
Jobs from all other businesses count against the Agriculture Demand Cap, except
Agricultural jobs. The effect of this is that as other businesses grow, Agriculture is
forced to stagnate. Connections keep raising the cap, but the influx of non-Agricultural businesses should outpace relief.
At some point in your city’s life you have to decide whether you want farms in your
city. If so, you must curtail all other business forms and put nearly all of your
resources into farming. Only then will Agriculture grow to large scale.
When your city begins to thrive, commence a neighboring city, connect it, and commit
it to Agriculture. The Residential population of your main city will feed the demand
for Agriculture jobs and the farms’ isolation will let them grow unimpeded. Plus you
won’t have to worry about their water pollution output affecting your Residents.

Airports work differently because their primary concern is Commercial. The Industrial
Demand Cap Relief offered by Airports is a presumed amount of Industrial air traffic based
on the current Co populations that can reach the Airport. It is 10% of the Commercial Office
population. The larger the Co population using the Airport, the more Demand Cap Relief
you’ll get for Industrial.

Buildings Providing Industrial Demand Cap Relief
Structure Demand Cap Relief IM Demand Cap Relief IHT
Army Base 100,000 0
Radio Station 9,000 0
Advanced Research Center 0 150,000
University 0 100,000


DEMAND AND TAXES
Demand is influenced by tax rates, especially if
they’re too high. Use this tax sensitivity to increase
demand or cool it off. Or, set every developer type to
a neutral rate that brings in the cash, but doesn’t
affect demand. The neutral tax rate depends on population, but doesn’t vary much, especially when your
city is small. It begins at 9% and drops gradually to
8% after Residential population grows to 2,250,000.
Neutral Tax Rate by Population
Population Neutral Tax Rate
0–149,999 9.0%
150,000–299,999 8.9%
300,000–449,999 8.9%
450,000–599,999 8.8%
600,000–749,999 8.7%
750,000–899,999 8.7%
900,000–1,049,999 8.6%
1,050,000–1,199,999 8.5%
1,200,000–1,349,999 8.5%
1,350,000–1,499,999 8.4%
1,500,000–1,599,999 8.3%
1,650,000–1,799,999 8.3%
1,800,000–1,949,999 8.2%
1,950,000–2,099,999 8.1%
2,100,000–2,249,999 8.0%

The negative effect brought about by raising taxes above neutral persists for several months,
even if you change your mind.
Set tax rates below the neutral rate and demand
is amplified to 35%. Raise them higher, and
demand can suffer by as much as -350%!
Don’t think you can get away with briefly raising
the rates to bring in quick cash before demand
takes a dive. When you increase rates above the
neutral rate and press Accept, the demand
depression effect sticks around for as long as you
keep rates below neutral and for 90 days there-after (even if you lower the rate immediately).
The tax demand penalty, is defined by the
highest tax rate in force during the last 90 days.
[image loading]

One exceptional case (the Casino) performs the unusual stunt of increasing Commercial
Service demand. The Casino is unique in that its arrival creates the need for more Commercial
Service buildings to cater to its customers.

Commercial Office Sims like to be near busy thor-oughfares, so place them in areas with high traffic
volume. They also benefit from being near other
Commercial Office structures.

MrCon
Profile Blog Joined August 2010
France29748 Posts
March 24 2013 02:45 GMT
#19
There are a few stuff I found interesting in this.
Like the buildings like casino don't generate crime, but they act like you fund your closest police stations less than they are.
Also, I never thought about zoning in non desirable areas to keep some R§ population. I always kept educating and medicalizing my sims well, which means they all tend to become R§§ and R§§§, which means no more C§ or I§ demand and seeing that a C§§§ or I§§§ building needs 50% of its workforce as R§, it can cause big troubles.

Also, I downloaded a little mod that allows you to place bus stops directly on a street, road or avenue, it's pretty nice as I always found the 1*1 bus stops awkward to place =P Some could find it's cheating, because planning these 1*1is part of the game, I love it personally.
CorsairHero
Profile Joined December 2008
Canada9490 Posts
March 30 2013 06:49 GMT
#20
A useful tutorial I found for the rural highway mod. Might help for newcomers like myself!

http://www.youtube.com/playlist?list=PL6C0EB57AA37D8D7D
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