|
Oh wow do not sleep on geothermal power like I did, 150MW low pollution and cheap enough.
|
# ? Nov 3, 2023 01:57 |
|
|
# ? May 24, 2024 12:26 |
|
Half of my problem with this game is that I'm trying to do stuff the same way I did in the first, not realizing they changed poo poo to help me. It took me this long to realize I could overlay an intersection over existing roads instead of painstakingly measuring how far to go so that it would line up. A week.
|
# ? Nov 3, 2023 02:01 |
|
That ad is obnoxious but I’m not clear why it was deemed offensive?
|
# ? Nov 3, 2023 02:07 |
|
Dr. Clockwork posted:That ad is obnoxious but I’m not clear why it was deemed offensive? I heard some ad was close-to or using the word "spaz"? I never listened to the ads and turned off music pretty quick, so I'm not sure for sure, but that's what I read. Apparently in the UK that word is as offensive as it comes, a variation on the r-word but seen as far more serious?
|
# ? Nov 3, 2023 02:09 |
|
In the UK there's a charity, called Scope now, that was called The Spastics Society, raising money to help people with cerebral palsy. After a few well-meaning incidents where people with cerebral palsy were guests on educational children's TV programmes, spastic and then spaz became schoolyard insults that were used in basically the exact same way that retard was/is used in the US. The charity changed its name because of this, and the word is, as was mentioned, considered a fairly harsh if juvenile insult.
|
# ? Nov 3, 2023 02:17 |
|
Anime Store Adventure posted:Trash seems better now, but mail I think is still at least sort of broken. I have a post sorting facility that does absolutely nothing, still. I got mine working by turning off my cargo train terminal. I appear to have done something that completely broke immigration in my current save. Haven't had any in a year, with large swathes of zoned-but-unbuilt R, huge wealth, and every commercial/industrial building in town begging for more workers. E: Dev mode fixed this. Not doing anything in dev mode, but quit to desktop/reload didn't and quit to desktop/reload with dev mode enabled did. Mandoric fucked around with this message at 03:29 on Nov 3, 2023 |
# ? Nov 3, 2023 02:25 |
|
Due to the one instance of it on Dexter's Lab I always thought "spastic" referred to someone with like, extreme untreated ADHD
|
# ? Nov 3, 2023 02:26 |
|
Digital Jedi posted:I don't want people passing the highway to see a landfill. It's a bad look to see that firstly as you drive by
|
# ? Nov 3, 2023 02:41 |
|
Im seeing significant improvements to transit use and commercial profit margins post patch. But for some reason all my crematoriums stopped working lol.
|
# ? Nov 3, 2023 03:53 |
|
Dang, seawalls get a lot easier to build if you do: - 2.5 or 3.75m tall elevation - continuous curve road-building tool - enabling developer mode and clicking "bypass road validation" or whatever under "Simulation" Keeps a nice consistent elevation and isn't very lumpy. Almost just as good as a mod or real seawalls implemented.
|
# ? Nov 3, 2023 04:13 |
|
Decided to try building a town that peppers in RCI gently mixed in with each other rather than having massive squares of R,C,I all separated into islands and connected by one fat road, which is something I’ve always done without thinking about it. The results look surprisingly…organic? And pollution (both noise and air) doesn’t seem to be a problem if I’m doing some light peppering of industrial. When I have entire zip/postal code-sized industrial parks, it’s basically a toxic wasteland. I don’t know if what I’m experiencing is a glitch or maybe just more rational city building.
|
# ? Nov 3, 2023 05:23 |
|
Fishstick posted:Wish accidents had replays because I would have loved to see what lead to this Now why did that happe... aahhh right.
|
# ? Nov 3, 2023 05:44 |
|
For some reason my demand for elementary, college and university education is far outstripping my high school demand. I have like, 3000+ elementary students, 3000+ college/university students, and... about 500 high schoolers?
|
# ? Nov 3, 2023 07:18 |
|
Just a note, I've seen some people complaining that High Density Residential demand appears several levels before you unlock High Density Residential zoning, and while that's true, I guess the game never tells you that Low Rent Housing is high density, not medium. Anyway just thought I'd let folks know because I realized I'd never had to wait to address that demand.
|
# ? Nov 3, 2023 07:24 |
|
death cob for cutie posted:For some reason my demand for elementary, college and university education is far outstripping my high school demand. It makes sense from a game-rules/player-agency perspective. Elementary is the only job for all 0-12s, high school is an encouraged but not required one for all 13-19s, college/uni is an allowed one for 20-death who completed high school/college, so it's a demand trough--especially if immigration is biased toward singles, who will immediately consume college or uni themselves if they consume any education at all but produce 0s that have to work their way up before they hit HS. The game could try to make continuing education more realistically difficult, in terms of cost or labor capacity before sims just want to go home and lie in bed, but I don't think the devs or the average player are ideologically prepared to admit that comfortably going back for a degree is the domain of people who strictly speaking gain less than average by going back for a degree. And it would mean that the player wouldn't fully see the effect of building up higher education on the workforce until 40 sim years had passed, which, I get that they age n years in a game year but a game year's still a long-rear end time. Of course, the counterpoint to all of this is that there doesn't appear to be anything you can do for uneducated or poorly-educated immigrants or dropouts other than wait until they die off or tax them into exile. I'd like to see a GED cram school addon to the welfare center or something.
|
# ? Nov 3, 2023 07:59 |
|
it has also occured to me that a good chunk of my university/college students may be coming from outside the city - that happens now. right?
|
# ? Nov 3, 2023 08:39 |
Ms Adequate posted:Just a note, I've seen some people complaining that High Density Residential demand appears several levels before you unlock High Density Residential zoning, and while that's true, I guess the game never tells you that Low Rent Housing is high density, not medium. Anyway just thought I'd let folks know because I realized I'd never had to wait to address that demand.
|
|
# ? Nov 3, 2023 08:43 |
|
buglord posted:Decided to try building a town that peppers in RCI gently mixed in with each other rather than having massive squares of R,C,I all separated into islands and connected by one fat road, which is something I’ve always done without thinking about it. Welcome to Europe. https://earth.google.com/web/@52.34211143,9.6592648,65.78881019a,1713.88445795d,31.56718121y,2.06167953h,12.83150884t,-0r
|
# ? Nov 3, 2023 09:16 |
|
Eiba posted:Can you really fulfill that demand? Or will they just build one tower and then all the people who move in there will complain about how small their housing is instantly (no matter how cheap their rent) and they'll move out and the tower will be abandoned and collapse into a pile of ruble within a month? I've had very little problems with them being unpopulated, and the couple of times it has happened were after I had true high density, and I think people who could afford it jumped ship en masse when new apartments went up.
|
# ? Nov 3, 2023 09:19 |
|
Skyl3lazer posted:How can I stop my idiots from doing blatantly illegal traffic maneuvers? They do this during rush hour and stop all traffic in both directions. Find out where they live. Bulldoze their house.
|
# ? Nov 3, 2023 09:23 |
Early on, high density buildings are definitely best zoned for a single building at a time. Zone one 2x2, 2x3 or 3x3, let a building grow and see how it fills, then see if there is still demand left. This also makes it easier to control the visual expression of the city, and not get an island of multiple giant towers in the middle of low-rise sprawl.
|
|
# ? Nov 3, 2023 10:14 |
|
nielsm posted:Early on, high density buildings are definitely best zoned for a single building at a time. Zone one 2x2, 2x3 or 3x3, let a building grow and see how it fills, then see if there is still demand left. This also makes it easier to control the visual expression of the city, and not get an island of multiple giant towers in the middle of low-rise sprawl. Oh yeah I meant to say that that's typically how I have been zoning them, so they're mostly mid-rise deals with space for maybe a dozen households max.
|
# ? Nov 3, 2023 11:14 |
Eiba posted:Can you really fulfill that demand? Or will they just build one tower and then all the people who move in there will complain about how small their housing is instantly (no matter how cheap their rent) and they'll move out and the tower will be abandoned and collapse into a pile of ruble within a month? You can, but you do have to put some amenities in around it as well as some parks. I also found in my last city that wider roads in front of buildings tend to create more satisfaction because it is treated as if citizens have more access to amenities further away, even if there is zero traffic on the street 99% of the time. When I was doing blocks with narrow roads and broad edges I had high density failing constantly, when I did wide roads all over they sustained themselves very easily.
|
|
# ? Nov 3, 2023 13:27 |
|
https://www.youtube.com/watch?v=B_CN_5m7xqo
|
# ? Nov 3, 2023 14:07 |
|
Code decompile guy is back at it again. The two I've already posted: Code Deep Dive: Residential Rents Code Deep Dive (Pt. 2) : Industrial Rents Two new ones: Code Deep Dive (Pt. 3) : Struggling Businesses That Never Seem to Go Bankrupt Code Deep Dive (Pt. 4) : The Education System
|
# ? Nov 3, 2023 15:12 |
|
Stores that are always going bankrupt but are always having stock clearance sales sounds realistic to me.
|
# ? Nov 3, 2023 15:47 |
|
With this simulation stuff it really feels like the game would be better if you were manually plopping everything rather than having growables tbh.
|
# ? Nov 3, 2023 16:03 |
|
OwlFancier posted:With this simulation stuff it really feels like the game would be better if you were manually plopping everything rather than having growables tbh. God, no, that's just an immediate turn-off for city builders for me. I don't want to play factorio, I want to see a city grow.
|
# ? Nov 3, 2023 16:04 |
|
The game is already mind-numbingly shallow without upping the busy work by a factor of 100
|
# ? Nov 3, 2023 16:10 |
|
The option to just paint should be there for those who want it but no, count me in as needing the simulation
|
# ? Nov 3, 2023 16:28 |
mfcrocker posted:The option to just paint should be there for those who want it but no, count me in as needing the simulation Yeah if I wanted an art tool then I would just pick up a pencil. Without the dynamics of the simulation there isn't a lot to the game.
|
|
# ? Nov 3, 2023 16:30 |
|
Found this little nugget by the community manager:https://forum.paradoxplaza.com/forum/threads/city-with-0-population-still-has-workers-wrong-information-given-in-ui.1606488/post-29235254 posted:Hi everyone. So they do have a fallback option when there's not enough traffic capacity, or if you have no connections to the outside. Which I expected, and does explain people's experiments where they disconnected the city and saw things still working. Now, some people on the paradox plaza forums are taking this as confirmation that " the simulation is a deception it's all fake it's a big lie", but that's what I get for reading the paradox plaza forums so much in the last 2 weeks. Would be nice to have a tuneable parameter for that, so we could set the fallback amount lower to make it more realistic. I'm sure some mod will step in to do that eventually.
|
# ? Nov 3, 2023 16:37 |
|
That sort of response is inevitable when the simulation works differently to how it was described in dev diaries (unless I missed the one about making it impossible for a city to fail), does a piss-poor job of communicating anything to players and is also riddled with bugs to the point where it's hard to tell what's intended and what isn't
|
# ? Nov 3, 2023 16:49 |
|
wait can you demolish outside connections? there's a highway on my current map that I'd really like to just destroy, and turn the remaining connections into extra-wide highways e: also is there any benefit to setting up inter-city cargo trains? will plopping a cargo terminal closer to my commercial center reduce truck traffic streaming in from the industrial park outside the main city?
|
# ? Nov 3, 2023 16:51 |
|
death cob for cutie posted:
I think in theory, yes. In practice, god only knows.
|
# ? Nov 3, 2023 17:01 |
|
piratepilates posted:Found this little nugget by the community manager: That sounds like a great opportunity for a difficulty option. Hard mode = No fallback, gently caress up your city and it'll die for good. Tarnop posted:That sort of response is inevitable when the simulation works differently to how it was described in dev diaries (unless I missed the one about making it impossible for a city to fail), does a piss-poor job of communicating anything to players and is also riddled with bugs to the point where it's hard to tell what's intended and what isn't Kyte fucked around with this message at 17:13 on Nov 3, 2023 |
# ? Nov 3, 2023 17:10 |
|
Anime Store Adventure posted:I think in theory, yes. You could encourage it along by banning heavy goods traffic on some of the connecting roads
|
# ? Nov 3, 2023 17:11 |
|
Kyte posted:That sounds like a great opportunity for a difficulty option. Hard mode = No fallback, gently caress up your city and it'll die for good. Where’s my Dark Souls of city builders. I want to build Pittsburg from zero to hero.
|
# ? Nov 3, 2023 17:16 |
|
I actually want the Dark Souls of city builders.
|
# ? Nov 3, 2023 17:18 |
|
|
# ? May 24, 2024 12:26 |
|
Tarnop posted:That sort of response is inevitable when the simulation works differently to how it was described in dev diaries (unless I missed the one about making it impossible for a city to fail), does a piss-poor job of communicating anything to players and is also riddled with bugs to the point where it's hard to tell what's intended and what isn't they talked about the game not letting you fail in the dev diary about resources iirc
|
# ? Nov 3, 2023 17:20 |