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Supraluminal posted:As a small business operator, I've learned to love the barter economy. Let's say I have a profit margin of 50% on my product (not unheard of for value-added food, my industry). If I can give you $10 worth of product instead of $10 cash in exchange for something, I've effectively paid you $5 instead of $10. Not to mention the cost of shipping the coffee. And it'll likely be cold before it arrives.
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# ? Aug 9, 2015 22:00 |
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# ? May 25, 2024 01:09 |
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Poil posted:You've still lost $5 of potential profit though so it still costs you ten bux. Only if by trading you product I lose out on a sale! I think shipping brewed coffee in bags might result in bigger problems than coldness. To get vaguely back on topic, the Skylines expansion sounds cool. Looking forward to making people ride bikes everywhere, and maybe getting to trim the mod list a bit assuming Moving Sun becomes obsolete. Maybe the economic side of the game will get fractionally more interesting with the new zone types? My fondest dream for an expansion is that they would revamp the way zoning works on several levels (mostly by stealing all of Anselm's good ideas from Citybound), but I don't think that's likely to ever happen.
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# ? Aug 9, 2015 22:36 |
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I'm just so jazzed for a night view. Cities are night are one of my favourite things to look at. I'm going to build a city and then just stare at it.
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# ? Aug 9, 2015 22:53 |
I hope it can match up to that first time I got a look at all of Los Santos by night in GTA V PC. That's might be the first time I've been genuinely stunned and amazed by a game in the same way I'm stunned by a landscape in real life.
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# ? Aug 9, 2015 23:23 |
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HopperUK posted:I'm just so jazzed for a night view. Cities are night are one of my favourite things to look at. I'm going to build a city and then just stare at it. I'm looking forward to "always night" as a mod, so that I can pretend I'm building a dystopian Ikea hellscape instead of a cheerful Ikea hellscape!
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# ? Aug 10, 2015 00:41 |
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Koesj posted:I've tried doing some 5-level stacks but fuuuck thaaat if it's not perfectly symmetrical. You've basically got to do a bespoke design every time, and my cities are hella throwaway. 5 level stack from reddit user Koesj Somebody fucked around with this message at 23:56 on Aug 10, 2015 |
# ? Aug 10, 2015 07:52 |
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Oh man someone tell me how to do sunken highways and interchanges on berms right now!
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# ? Aug 10, 2015 10:09 |
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Mandalay posted:
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# ? Aug 10, 2015 10:22 |
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Mandalay posted:5 level stack from reddit user Koesj Yeah but that fucker made it easy for himself by making all four quadrants exactly the same
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# ? Aug 10, 2015 11:30 |
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Frogfingers posted:Oh man someone tell me how to do sunken highways and interchanges on berms right now! Phone posting so I can't post pics but you need the terraform mod and fine road heights mod.
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# ? Aug 10, 2015 14:07 |
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Subyng posted:Phone posting so I can't post pics but you need the terraform mod and fine road heights mod. This is a good start for investigation, thank you.
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# ? Aug 10, 2015 14:24 |
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Even then I only use Fine Road Heights!
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# ? Aug 10, 2015 15:18 |
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Uncle Jam posted:My first boner breaker for this game was when I plopped a mega mall and found out its only function was for 10 tourists to come to it. No commercial function at all. A bit late but… what turned it out from mere “breaker” to “permanent flaccidiser” was the note I read somewhere that parks & recreation buildings would effectively steal customers from commercial buildings. That makes it even more hilarious: it brings no useful tourist traffic and kills off (tax-paying) retail income. No idea if it's still — or ever was — that way, but that's just funny.
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# ? Aug 10, 2015 17:07 |
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Before the first major patch, parks made such a hefty dent in Commercial demand that there was a huge cross section of players who had been placing parks either for decoration's sake or trying to court offices to level 3, that they had a dead Commercial demand in the RCI meter, no matter what. I think they still share to a point, but nothing like the original. With the amount of parks I place I basically have unlimited Commercial demand these days thanks to that tweak.
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# ? Aug 10, 2015 17:28 |
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Tippis posted:A bit late but… what turned it out from mere “breaker” to “permanent flaccidiser” was the note I read somewhere that parks & recreation buildings would effectively steal customers from commercial buildings. That makes it even more hilarious: it brings no useful tourist traffic and kills off (tax-paying) retail income. An unintended consequence of mechanics, basically. It was fixed. Hey, can't get it all right straight off the bat.
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# ? Aug 10, 2015 17:42 |
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Makes sense. I came into the game too late to see that, but I have come across a few situations where I've been to liberal with my parks as a means to spread electricity across newly-constructed areas only to later end up with Commercial demand three-quarters full, but every other Commercial building complaining that they're not getting any customers. So there's still some cross-over that occasionally makes the actual behaviour and wishes of the cims a bit… wonky. Tippis fucked around with this message at 17:46 on Aug 10, 2015 |
# ? Aug 10, 2015 17:44 |
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MasterControl posted:Are there any goon modders? Bought the game and geek in me wants to have a branded coffee shop with my coffee companies logo. Interested because I fuggen love coffee. PM me bro.
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# ? Aug 11, 2015 00:27 |
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Mandalay posted:
Why do I only see one pillar in the top pic and a bunch in the bottom?
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# ? Aug 11, 2015 03:37 |
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I'm worried that the only the most majestic and complex of cities will be backed by 6 or so 15 dollar paradox interactive style dlc
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# ? Aug 11, 2015 03:48 |
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Is there a mod or anything that lets you flip buses so the doors are on the other side? Playing a map with left hand traffic is kinda soured by the buses all driving with their doors facing street side.
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# ? Aug 11, 2015 04:49 |
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Haha that's hilarious. It's like a proper mass transit haters dream, poor people pouring onto a lane.
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# ? Aug 11, 2015 04:57 |
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Deutsch Nozzle posted:Is there a mod or anything that lets you flip buses so the doors are on the other side? Playing a map with left hand traffic is kinda soured by the buses all driving with their doors facing street side. There's a few busses on the workshop with the doors on the left hand side
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# ? Aug 11, 2015 05:49 |
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Barn Owl posted:Why do I only see one pillar in the top pic and a bunch in the bottom? Because I added those pillars before taking the second pic.
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# ? Aug 11, 2015 07:20 |
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Fishbus posted:Interested because I fuggen love coffee. PM me bro. Sure thing! Decrepus posted:Do you barter exclusively with your customers or do some of them use a form of currency? Currency mostly. But I've done barter before. Mostly coffee for vinyl records.
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# ? Aug 12, 2015 12:40 |
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So I'm still having deathwave issues, despite running the "random lifespan" mod and it's kind of cramping my style. In my first 30k+ city I experienced the problem, and thought that the lifespan mod would solve it. I'd thought that it had, as I've made it to 50k+ without any apparent deathwaves, however my population has dropped from 58k to 51k and I've got bodies littering the streets. I was off building in a new area and wasn't paying attention, and it appears that my cemetaries have all filled. My crematorium capacity was still operating with excess capacity so I don't understand why none of the bodies are being picked up. Is there some sort of 100% cemetary-related glitch going on? Do I always need some cemetary room for bodies to be picked up? Deathcare is so far the only real obnoxious part of this game. I kind of presume that the bulk of my 7k population decline is due to unhappiness and abandonment cycles from the piles of bodies, rather than actual death tolls...
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# ? Aug 12, 2015 16:14 |
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I think most have found that crematoriums burn bodies faster than hearses transport them, even with a spotless road network. The solution is more crematoriums or cemeteries even if they don't claim to be at capacity. You can mothball extra crematoriums, or set cemeteries to empty, during times when people aren't dying.
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# ? Aug 12, 2015 16:22 |
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I've found that cemeteries are very useful as buffers and transports even after you build your crematoriums. Just make sure they're nearby so the emptying is efficient.
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# ? Aug 12, 2015 17:06 |
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piratepilates posted:Seriously look at how rad this is: ToastyPotato posted:That is loving terrifying. I mean it looks cool, but it is terrifying. piratepilates posted:It's in Germany though so it's probably perfect.
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# ? Aug 12, 2015 17:22 |
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One fatal accident in 114 years of operation is still pretty impressive.
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# ? Aug 12, 2015 19:25 |
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Did that Elephant survive?
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# ? Aug 12, 2015 19:53 |
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I decided to destroy my city to get the 1k abandoned buildings for observatory recently, as well as grab whatever else I could along the way I started with about 5 million in the bank and dropped to -5 by the end, but decided to actually try and nurture it back to health instead of reloading it worked, and I actually started making 10x much with a slightly higher population density on the rebound than before the crash Aside from that, getting a 50% crime rate is loving impossible: I actually demolished all my police stations instead of shutting them down for some reason and spent like a year of my city without police and it never went over 20%
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# ? Aug 13, 2015 04:16 |
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ANIME IS BLOOD posted:I decided to destroy my city to get the 1k abandoned buildings for observatory recently, as well as grab whatever else I could along the way there's some trick to the crime one that i can't quite remember. like building a bunch of parks and demolishing the roads to them or something. i'm sure someone else will clarify
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# ? Aug 13, 2015 04:28 |
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To get a good crime rate, you don't just have to get rid of the police — you also have to give people some incentive to commit crime. All work and no play and all that… You want abysmal land value, no entertainment (parks and the like), and absolutely no education. You can have some effect by also making sure they are suffering from unemployment, but it's a tricky balance act since they'll often just move out rather than become criminals. In an established city, it can be really hard to get the right people to stay and also not accidentally make new people move in and dilute your precious sea of bandits.
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# ? Aug 13, 2015 06:13 |
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TheQat posted:there's some trick to the crime one that i can't quite remember. like building a bunch of parks and demolishing the roads to them or something. i'm sure someone else will clarify Download the GTA V map from steam and run it once.
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# ? Aug 13, 2015 11:06 |
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It really did end up being all about micromanaging the unemployment rate for me. I created a city of 10-15k or so, built up a comfortable money buffer, and then went and removed all parks, police, health, garbage, etc. I then removed all commercial zones, and all but a 4 by 4 square of industrial. The trick is that you have to keep as high an unemployment rate as possible without having the city lose population. So if your population growth goes negative, add another 4-8 squares of industrial to lower unemployment just enough to lure them back. If your crime rate drops below about 52%, dezone 4-8 squares of industrial to raise the unemployment rate slightly and get the crime rate back up. Keep doing this for several in-game years.
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# ? Aug 13, 2015 12:37 |
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Friction posted:Download the GTA V map from steam and run it once. Holy crap that still works? I hadn't done it because I thought someone said that got patched out or something? Of course, and it was over water too. Though I guess that would be a safer fall from that height? Still though. No thanks.
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# ? Aug 13, 2015 16:45 |
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Right, suspended trains are way more dangerous than normal rail, which never ever derails and sends cars flying around and smashing into each other.
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# ? Aug 13, 2015 17:24 |
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Does anyone have a link to a decent set of high-capacity school assets? I never realized how much I relied upon the extra large elementary/high-schools from SC4: Rush Hour until this game.
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# ? Aug 13, 2015 23:26 |
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I haven't been following the thread lately, but is anyone bitching about a day/night being in a paid expansion? I love Skylines, but if Maxis were to have done that with SimCity, there would've been pitch forks at their office doors.
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# ? Aug 20, 2015 16:47 |
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# ? May 25, 2024 01:09 |
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Orgophlax posted:I haven't been following the thread lately, but is anyone bitching about a day/night being in a paid expansion? I love Skylines, but if Maxis were to have done that with SimCity, there would've been pitch forks at their office doors. Day and night cycle is free, the rest of the stuff that goes with it (the new districts and stuff) is part of the DLC.
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# ? Aug 20, 2015 16:56 |