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Posted

Cam is pretty much spot on with district ideas.

 

Hydro plants vary in how much they generate. The river needs to be fast flowing or you get little. But with that the river banks need to be high compared to the water.

Posted
Yeah so I'm pretty hooked. My city is pretty rubbish though. It annoys me that there are dead people everywhere even though I have plenty of crematoriums and cemetaries. The roads are clear... what's going on?!
Posted
Yeah so I'm pretty hooked. My city is pretty rubbish though. It annoys me that there are dead people everywhere even though I have plenty of crematoriums and cemetaries. The roads are clear... what's going on?!

 

They're investigating that bug. It seems to be a periodic thing - depending on when you zoned an area. If you zone a huge area of city in one go, a bunch of years down the line, you see a mass die-off just after a mass population increase.

Posted
They're investigating that bug. It seems to be a periodic thing - depending on when you zoned an area. If you zone a huge area of city in one go, a bunch of years down the line, you see a mass die-off just after a mass population increase.

 

They need to add some noise in the simulation for each citizen's natural death timer. Same with traffic changing lanes instead of everyone piling in at the same time, would help smooth out some of the canyons that appear in the game's logic.

Posted

Righty, for those struggling with RCI (Residential, Commercial, Industry), here is a good guide which I posted in the paradox forums...

 

How do taxes work?

Taxes work based on the happiness and land value of the area. This is why it is a good thing to have districts set up, as no 1 tax bracket will fit all. Also land value is affected by noise pollution, land pollution etc, so if you have heavy traffic or garbage in a suburb or urban area, land value will plummet. End result should be no heavy traffic or garbage where people live.

 

Land value.

To increase land value, you need the following in this order (from my experience).

Small Police station – 1 per 7 square block grid is sufficient.

Large Police station – 1 per 12 square block grid is sufficient.

Small fire station – 1 per 7 square block grid is sufficient.

Large fire station – 1 per 12 square block grid is sufficient.

Elementary School – 1 per 5 square block grid is sufficient.

High school – 1 per 7 square block grid is sufficient.

University – 1 per 15 square block grid is sufficient.

Park – 1 per 5 square block grid is sufficient.

Bus stop - 1 per 2 square block grid is sufficient.

Garbage – Have the garbage far away from any urban or industrial areas. It needs its own space. Incinerators are best when you can get them and empty your landfills into them. 1 incinerator will do the job of 2 landfills, so that's a plus.

Cemeteries – 1 per 8 square block grid is sufficient.

Crematorium – 1 per 6 square block grid is sufficient.

Smoke Detectors and Public transport – if you hand these out for free, you will find land value increases substantially (in my experience). Reason being there is reduced traffic, and reduced fires, which aids in land value going up.

Power Plants - These should be a zone all by themselves, and away from the city. They generate pollution, be it air, ground or noise, and do not help land value increase.

 

With this in mind, you should design your city.

 

Industry

Specialised industry is a must in this game to prevent you from importing loads, however, do not over produce in an area, as you will run out of resources very quickly. For oil and ore, you should have 1 4x4 factory per 10 blocks of resource. Forestry should be done in forest lands, so that they replenish constantly and farming should be placed on fertile land or you will be importing like crazy.

 

Offices

Offices should only be built when you have a university. Otherwise you will have constant demand for highly educated workers. Offices generally can have the tax set to 13% without issue, and if you set up a district for the offices and have specifics that help them

 

Commercial

Low density commercial should be built in low density residential areas and with a little bit in the industrial areas.

High density commercial should be built in high density residential areas and with a little bit in the office areas.

Posted
What I want to know is, who's idea was it to have an "empty graveyard" button.

 

Zombie mod anyone?

 

Empties to the crematorium, same as landfills and incinerators.

Posted
When you get to monuments, you can have some real fun...top tier buildings, 16000MW power from the fusion plant, 1 million in education from the Hadron Collider, Eden Project makes land value shoot through the roof across the city, space elevator brings in a massive amount of tourists (I had an increase of nearly 3000%), and the medical centre, is well...just like a larger more efficient hospital. Once your patients get down to less than 900, you can remove smaller clinics, and when its below 500 you can remove hospitals one at a time. I have a city of 93k, and I just have these 5 buildings acting as education, power, medical etc
Posted

I'm just coming up to 30k population now.

 

The train tracks are proving annoying... can you build bridges over them? Also on mine, when I try and delete the highway to slam in a junction (clover leaf OBVS) I just get dead ends on the highway when I reconnect roads... anyone else had this? Am I using the wrong road type? I just try and use the highway!

Posted

If you get dead ends, your roads aren't going in the right direction. Its a fiddly thing I know, but its what is usually the culprit.

 

Train tracks can be bridged over, or you can raise them (once all buildings are unlocked from my DLC, I plan to start from scratch and build a nice city on a custom map).

Posted
I'm just coming up to 30k population now.

 

The train tracks are proving annoying... can you build bridges over them? Also on mine, when I try and delete the highway to slam in a junction (clover leaf OBVS) I just get dead ends on the highway when I reconnect roads... anyone else had this? Am I using the wrong road type? I just try and use the highway!

 

You can bridge over things, or you can delete and re-route the tracks.

 

The dead ends are caused by you joining back up in the wrong direction - the roads are one way, so you have to draw the new links between the junction and the existing lanes dragging in the right direction for each lane.

Posted
I've found my Cims have taken to doing U-Turns on 4 lane roads with a central reservation, something I thought was impossible. Is this a bug?
Posted
I'm scared to buy it as i just spent the WHOLE of the weekend just gone playing Sim City 5/2013 again now its less buggy, i don't think i would move away from a computer screen if i buy Cities.
Posted
Do it quackers...go on...you know you want too.

 

and its payday tomorrow, SIM games are my weakness...... and its available for Mac/Linux too so i cannot go o well not supported on my platform.

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