Traffic, police/fire/ambulances, how it detects issues with the city (ie: sewage flow or crime rates).
I got a warning about crime getting the upper hand and there are 0 crimes committed per day. The hell?
Forum Index > General Games |
[TL]Hanabi - US West 4 [TL]Ohana - US East 4 [TL] Destination East 4 | ||
TheRabidDeer
United States3806 Posts
March 12 2013 04:18 GMT
#1001
Traffic, police/fire/ambulances, how it detects issues with the city (ie: sewage flow or crime rates). I got a warning about crime getting the upper hand and there are 0 crimes committed per day. The hell? | ||
Fishball
Canada4788 Posts
March 12 2013 06:27 GMT
#1002
On March 12 2013 11:03 woody60707 wrote: So I just took over Mocha. I am on the way of saving it. The state I left Steppes of War is unsavible able. (no builds or roads, and 300K in bond debt), unless someone gives like $400k. I must say, this is dumb as all hell. Maybe one of you will be nice enough to gift me $400K, but normally no one would do that. So that spot will just say unplayable for forever. A new mayor just at least not have Bond debt carry over. But really, can anyone gift me $400K. I know what I am doing now. lol Sweet ![]() That was my city (ID: Kappuccino, *cough*) Before I fell asleep, the city was making tons of money from Alloys. Woke up, population tripled, and the city was out of water, meaning all the machinery was shut down. Abandon ship! | ||
wptlzkwjd
Canada1240 Posts
March 12 2013 06:50 GMT
#1003
On March 12 2013 13:18 TheRabidDeer wrote: Something is definitely strange with this games algorithms/AI. Traffic, police/fire/ambulances, how it detects issues with the city (ie: sewage flow or crime rates). I got a warning about crime getting the upper hand and there are 0 crimes committed per day. The hell? Get on dat crime spree! | ||
LaiShin
Australia978 Posts
March 12 2013 07:40 GMT
#1004
1) If i'm resource mining, should I place my trade depot and industrial zone beside my mining area? 2) What are the public transports that are a must? Mainly to reduce traffic. 3) What attracts high income businesses and workers? 4) How does one transition away from relying on industrial zones? Do you just replace it with commercial zones? 5) If i'm building multiple cities within a region, what (resources, garbage trucks, etc) should be shared to save space/cost? | ||
Veldril
Thailand1817 Posts
March 12 2013 07:40 GMT
#1005
On March 12 2013 13:18 TheRabidDeer wrote: Something is definitely strange with this games algorithms/AI. Traffic, police/fire/ambulances, how it detects issues with the city (ie: sewage flow or crime rates). I got a warning about crime getting the upper hand and there are 0 crimes committed per day. The hell? I got that too. I think that warning will show up every time the crime happen, but the police does not arrive yet. Every warning seems incorrect for now, so I would say check all of the raw data is a safer bet/analysis. By the way, manage to make a casino city works today. Now only needs to make a profit enough to upgrade to level 3 and 4... | ||
adwodon
United Kingdom592 Posts
March 12 2013 08:30 GMT
#1006
Mining seems to bring in nothing, taxes are just unsustainable if you want happy citizens (because it doesn't seem that people weigh up taxes against services, so any increase is met with massive hostility) especially at higher populations if you plan of having street cars and god forbid, a hospital. I wanted to make an industrious town but it just doesn't seem feasible to me. Also are you supposed to destroy industry as you progress? Once it hits high density the number of jobs absolutely sky rockets, one game I had a pop of 90k mostly low wealth and I had about 1-2 blocks of industry and a mine which provided 15k jobs despite there only being about 8-9k workers?! Retarded. What sort of ratio for commercial should be going for as well? I keep being told I have unfulfilled freight orders (not enough industry?) but I can't build more industry because I don't have enough workers despite decimating my industry zoning and having 90k pop (probably not awesome to most of you but I'm a scrub ^_^), do trade depots count for this? I built 2 for freight but only one ever gets deliveries so maybe that's freaking out too. To be fair this city was just me messing around and experimenting but all I've really concluded so far is that the game is broken in sooooo many ways and any ideas I have are ultimately unsustainable. | ||
ooni
Australia1498 Posts
March 12 2013 09:07 GMT
#1007
On March 12 2013 17:30 adwodon wrote: How on earth do you make money?! Mining seems to bring in nothing, taxes are just unsustainable if you want happy citizens (because it doesn't seem that people weigh up taxes against services, so any increase is met with massive hostility) especially at higher populations if you plan of having street cars and god forbid, a hospital. I wanted to make an industrious town but it just doesn't seem feasible to me. Also are you supposed to destroy industry as you progress? Once it hits high density the number of jobs absolutely sky rockets, one game I had a pop of 90k mostly low wealth and I had about 1-2 blocks of industry and a mine which provided 15k jobs despite there only being about 8-9k workers?! Retarded. What sort of ratio for commercial should be going for as well? I keep being told I have unfulfilled freight orders (not enough industry?) but I can't build more industry because I don't have enough workers despite decimating my industry zoning and having 90k pop (probably not awesome to most of you but I'm a scrub ^_^), do trade depots count for this? I built 2 for freight but only one ever gets deliveries so maybe that's freaking out too. To be fair this city was just me messing around and experimenting but all I've really concluded so far is that the game is broken in sooooo many ways and any ideas I have are ultimately unsustainable. All your problems will be solved by building a trade depot. Mining, you need a trade depot to export your mining material, also it is better to refine it to alloy or metal before you export, but you would need coals as well. You can import it from the trade depot. More freights? You need a trade depot. A trade depot is pretty much storage, you need it since industries need place to store stuff. It is extremely easy to make money in the game, just that it is difficult to increase to high density. Just build a trade depot and you will be fine. | ||
adwodon
United Kingdom592 Posts
March 12 2013 09:25 GMT
#1008
On March 12 2013 18:07 ooni wrote: Show nested quote + On March 12 2013 17:30 adwodon wrote: How on earth do you make money?! Mining seems to bring in nothing, taxes are just unsustainable if you want happy citizens (because it doesn't seem that people weigh up taxes against services, so any increase is met with massive hostility) especially at higher populations if you plan of having street cars and god forbid, a hospital. I wanted to make an industrious town but it just doesn't seem feasible to me. Also are you supposed to destroy industry as you progress? Once it hits high density the number of jobs absolutely sky rockets, one game I had a pop of 90k mostly low wealth and I had about 1-2 blocks of industry and a mine which provided 15k jobs despite there only being about 8-9k workers?! Retarded. What sort of ratio for commercial should be going for as well? I keep being told I have unfulfilled freight orders (not enough industry?) but I can't build more industry because I don't have enough workers despite decimating my industry zoning and having 90k pop (probably not awesome to most of you but I'm a scrub ^_^), do trade depots count for this? I built 2 for freight but only one ever gets deliveries so maybe that's freaking out too. To be fair this city was just me messing around and experimenting but all I've really concluded so far is that the game is broken in sooooo many ways and any ideas I have are ultimately unsustainable. All your problems will be solved by building a trade depot. Mining, you need a trade depot to export your mining material, also it is better to refine it to alloy or metal before you export, but you would need coals as well. You can import it from the trade depot. More freights? You need a trade depot. A trade depot is pretty much storage, you need it since industries need place to store stuff. It is extremely easy to make money in the game, just that it is difficult to increase to high density. Just build a trade depot and you will be fine. Sorry I wasn't so clear. I have multiple depots, for freight and other materials I have but it seems pointless. I had 2 oil refineries and a coal plant exporting in one city but my money was still poor, maybe I'm just impatient without cheetah but it seems to take forever as prices are only 4.5k per export for oil and coal. Don't know how I'm supposed to save up 500k to start refining stuff. As for freight only 1 depot ever fills. Just to clarify though are unfulfilled freight orders people wanting freight but not getting it or people making freight but not shipping it? The latter doesn't make sense as I had enough depots and shops and the former could be explained by bad traffic, my city was a hell for a while. | ||
butterstulle
Germany20 Posts
March 12 2013 09:52 GMT
#1009
60€ is not a small amount :/ | ||
Veldril
Thailand1817 Posts
March 12 2013 10:27 GMT
#1010
On March 12 2013 18:25 adwodon wrote: Show nested quote + On March 12 2013 18:07 ooni wrote: On March 12 2013 17:30 adwodon wrote: How on earth do you make money?! Mining seems to bring in nothing, taxes are just unsustainable if you want happy citizens (because it doesn't seem that people weigh up taxes against services, so any increase is met with massive hostility) especially at higher populations if you plan of having street cars and god forbid, a hospital. I wanted to make an industrious town but it just doesn't seem feasible to me. Also are you supposed to destroy industry as you progress? Once it hits high density the number of jobs absolutely sky rockets, one game I had a pop of 90k mostly low wealth and I had about 1-2 blocks of industry and a mine which provided 15k jobs despite there only being about 8-9k workers?! Retarded. What sort of ratio for commercial should be going for as well? I keep being told I have unfulfilled freight orders (not enough industry?) but I can't build more industry because I don't have enough workers despite decimating my industry zoning and having 90k pop (probably not awesome to most of you but I'm a scrub ^_^), do trade depots count for this? I built 2 for freight but only one ever gets deliveries so maybe that's freaking out too. To be fair this city was just me messing around and experimenting but all I've really concluded so far is that the game is broken in sooooo many ways and any ideas I have are ultimately unsustainable. All your problems will be solved by building a trade depot. Mining, you need a trade depot to export your mining material, also it is better to refine it to alloy or metal before you export, but you would need coals as well. You can import it from the trade depot. More freights? You need a trade depot. A trade depot is pretty much storage, you need it since industries need place to store stuff. It is extremely easy to make money in the game, just that it is difficult to increase to high density. Just build a trade depot and you will be fine. Sorry I wasn't so clear. I have multiple depots, for freight and other materials I have but it seems pointless. I had 2 oil refineries and a coal plant exporting in one city but my money was still poor, maybe I'm just impatient without cheetah but it seems to take forever as prices are only 4.5k per export for oil and coal. Don't know how I'm supposed to save up 500k to start refining stuff. As for freight only 1 depot ever fills. Just to clarify though are unfulfilled freight orders people wanting freight but not getting it or people making freight but not shipping it? The latter doesn't make sense as I had enough depots and shops and the former could be explained by bad traffic, my city was a hell for a while. I had one of the oil city. My income is pretty much red now. You don't really want to sell crude oil but rather turn all of them into fuel and sell them as fuel instead. Use the depot for local refinery and don't export them. Also one thing I learnt the hard way is stay away from the big safety (fire, health, police) buildings until your income are more than the maintenance cost of around 1000k more, in case some of the buildings decide to upgrade at that time and won't make you in the red during new buildings being built. For unfulfilled freight, it is the order by commercials that is not delivered, not from industrial that is not shipped. It showed a potential of how many freight could be shipped to local commercials but has no negative effects other than make the RCI bar deceptive sometimes (i.e. always fill the industrial tab). If you want to really make industrial town, you might need to look to your region's other cities. If you have enough feeder cities for the residents, then you can zone a lot of industrial. If not, then you might have to consider buying Arcology great work for the housing. | ||
Caphe
Vietnam10817 Posts
March 12 2013 10:29 GMT
#1011
On March 12 2013 16:40 LaiShin wrote: Guys, I'm rather new to Sims. Help me out =D 1) If i'm resource mining, should I place my trade depot and industrial zone beside my mining area? 2) What are the public transports that are a must? Mainly to reduce traffic. 3) What attracts high income businesses and workers? 4) How does one transition away from relying on industrial zones? Do you just replace it with commercial zones? 5) If i'm building multiple cities within a region, what (resources, garbage trucks, etc) should be shared to save space/cost? 1. You should put your industrial zone near the mining area since they both dish out alot of pollution. No you don't need to put your trade depot near the mining area. 2. Public transport is not neccessarry at all if you are a strict mining town. They are need for city with high population and high commercial. 3. If you want high wealth workers, you need education (High school, University)but for a mining town you dont really need that. 4.It seems that you are looking to build a all-in-one city which is fine but if you learn to specialize your city you will have much better income and much less problems. Just like in real like, you don't put heavy industry in New York city, do you? 5. If you are building multiple cities in a region, at first you can buy power/water from the existing city so you can save some money and zone more things you want. The region will share all the previous City Hall update, it really makes subsequence cities easier to develop. My advice to you, if you have Ore/Coal available in large amount, you may want to stick that city to a Mining town which wont need high education etc... Try to build the Metal HQ, then build the Smelting Factory, import either Coal/Ore if you dont have it. Produce ALLOY, this shit sell for much much higher price. A good mining town can make like 500K~ 1millions a month with just 20K or less population. Dont just mine since raw materials are cheap. Melting them into Alloy that shits worth alot. | ||
Arcadia92
135 Posts
March 12 2013 10:31 GMT
#1012
On March 12 2013 18:25 adwodon wrote: Show nested quote + On March 12 2013 18:07 ooni wrote: On March 12 2013 17:30 adwodon wrote: How on earth do you make money?! Mining seems to bring in nothing, taxes are just unsustainable if you want happy citizens (because it doesn't seem that people weigh up taxes against services, so any increase is met with massive hostility) especially at higher populations if you plan of having street cars and god forbid, a hospital. I wanted to make an industrious town but it just doesn't seem feasible to me. Also are you supposed to destroy industry as you progress? Once it hits high density the number of jobs absolutely sky rockets, one game I had a pop of 90k mostly low wealth and I had about 1-2 blocks of industry and a mine which provided 15k jobs despite there only being about 8-9k workers?! Retarded. What sort of ratio for commercial should be going for as well? I keep being told I have unfulfilled freight orders (not enough industry?) but I can't build more industry because I don't have enough workers despite decimating my industry zoning and having 90k pop (probably not awesome to most of you but I'm a scrub ^_^), do trade depots count for this? I built 2 for freight but only one ever gets deliveries so maybe that's freaking out too. To be fair this city was just me messing around and experimenting but all I've really concluded so far is that the game is broken in sooooo many ways and any ideas I have are ultimately unsustainable. All your problems will be solved by building a trade depot. Mining, you need a trade depot to export your mining material, also it is better to refine it to alloy or metal before you export, but you would need coals as well. You can import it from the trade depot. More freights? You need a trade depot. A trade depot is pretty much storage, you need it since industries need place to store stuff. It is extremely easy to make money in the game, just that it is difficult to increase to high density. Just build a trade depot and you will be fine. Sorry I wasn't so clear. I have multiple depots, for freight and other materials I have but it seems pointless. I had 2 oil refineries and a coal plant exporting in one city but my money was still poor, maybe I'm just impatient without cheetah but it seems to take forever as prices are only 4.5k per export for oil and coal. Don't know how I'm supposed to save up 500k to start refining stuff. As for freight only 1 depot ever fills. Just to clarify though are unfulfilled freight orders people wanting freight but not getting it or people making freight but not shipping it? The latter doesn't make sense as I had enough depots and shops and the former could be explained by bad traffic, my city was a hell for a while. I had 3 fully upgraded oil wells producing around 12k barrels of oil each per day, so that is 36 shipments of oil in total and I needed 3 maxed out depots just to ship all of it out. 36 x 4500 = 162k in profit per day from oil alone. 500k only takes 2 and a half days to get with all that transaction money and tax income. Just alt-tab out of your game, do something else for 10 minutes and let the game run if you're impatient. The low wealth casinos are cheap to build and great for making money at the start. The crime they produce is negligible. It is a good idea to demolish some industrial when they reach high density if you have excess jobs I think. At least that's what I've been doing. | ||
Veldril
Thailand1817 Posts
March 12 2013 11:07 GMT
#1013
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adwodon
United Kingdom592 Posts
March 12 2013 11:25 GMT
#1014
On March 12 2013 20:07 Veldril wrote: One thing many people might overlook is that commercial and industrial also provide a job that required workers that are higher and lower wealth than the wealth level of that building too. For example, low wealth commercial buildings would generate low wealth jobs and also medium wealth jobs despite lower in number. From what I see, all wealth level commercial and industrial would generate low wealth jobs the most, medium the second and then high wealth the least, if any is needed. I will do some test and will see whether my observation is correct or not. Aye I suspected as much, it would make sense. Do you have any idea how many jobs mining etc generates? It seems like it could be a lot but I'm not sure. I think I'm going to spend some time theory-crafting some good road designs, I'm not convinced blocks is a good way to as the intersections seem to be the root of many many traffic problems. One final question regarding utilities 'green zone'. Is it wise to invest in multiple fire departments / police / clinics or simply upgrade one to max then build another if need be? Or is it best to keep them centralised and make sure there is good enough traffic flow to ensure they can reach destinations properly? It seems like Police patrol in a small area, but when an 'event' occurs like a crime then they will address it, I dont know if firefighters patrol, just respond to events? Also with clinics it seems sick people walk there so more clinics would make sense, and injuries occur in industry so ambulances can respond to them? Do ambulances also respond to the sick people, a bit fuzzy on this one. Healthcare is expensive but it seems like its not really an issue in terms of overall success, fire departments seem more important, and in a low education town police seem pretty essential, although good coverage seems to rely on multiple stations? And I suppose one last one about freight, if you have a depot taking freight does that get prioritised over commercial zoning for freight or does it not matter? Unsure if its wise to get a depot for freight early or wait till im over-producing freight. | ||
ZasZ.
United States2911 Posts
March 12 2013 14:35 GMT
#1015
One of the more interesting applications of this regional multiplayer mechanic. | ||
GreggSauce
United States566 Posts
March 12 2013 15:06 GMT
#1016
also anyone know how the challenges are going to work? like the one that will be happening in 2 weeks is first to reach 2.5 million in a region, is that solo or multiple people? | ||
adwodon
United Kingdom592 Posts
March 12 2013 15:54 GMT
#1017
On March 13 2013 00:06 GreggSauce wrote: Anyone interested in starting up a group that plays sim city? also anyone know how the challenges are going to work? like the one that will be happening in 2 weeks is first to reach 2.5 million in a region, is that solo or multiple people? Don't see what difference it would make, I doubt they would discriminate, except that a group will certainly win it as they can build up cities simultaneously. It would seem totally ridiculous to limit it to solo players as that flies in the face of online-only being 'sociable' and would raise even more questions to its legitimacy, not that its legitimacy hasn't been torn to shreds already but you get what I mean. Still my guess is as good as your guess, I'm more interested in when cheetah speed is being put back. | ||
Marradron
Netherlands1586 Posts
March 12 2013 16:20 GMT
#1018
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Fishball
Canada4788 Posts
March 12 2013 17:09 GMT
#1019
On March 12 2013 23:35 ZasZ. wrote: Whoever abandoned Steppes of War on [TL]Hanabi made things interesting for my city at first. HUGE influx of criminals from that area almost forcing me to get a Police Precinct until I realized it was abandoned, claimed it, and demolished the Vu Tower. That seems to have slowed things down a little bit, but if I keep getting swarmed with criminals I may burn the whole thing to the ground. One of the more interesting applications of this regional multiplayer mechanic. There aren't that many players on Hanabi right now. I actually claimed another city in one of the other four zones (you'll spot me), a better overall city this time. Mainly focus on Oil/Fuel, and am venturing into tourism. I was going to send myself a mil from Black Lagoon to fund another city, but realized I couldn't since the cities weren't connected. Only then I noticed that cities in the same zone are connect from the beginning. Others would have to be connected by train/ferry. On March 13 2013 01:20 Marradron wrote: Is there any teamliquid zones that are currently looking for more people. Need to find some competent players to play with. [TL]Hanabi US West 4 Just search for the Origin ID "Kappuccino", then click last played or something like that and you'll find the region. | ||
Marradron
Netherlands1586 Posts
March 12 2013 17:18 GMT
#1020
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