|
Complete noob problem: I'm starting a city, and after a pop of about 1000 I cannot get the demand for Agriculture down at all. I've tried it both with and without the SPAM addon, and I can cover half the drat city with farms and nothing seems to help. What am I doing wrong?
|
# ¿ Mar 22, 2013 02:38 |
|
|
# ¿ May 14, 2024 08:52 |
|
Iunnrais posted:You want LESS Agri demand? Plopped down a school, will see what that does.
|
# ¿ Mar 22, 2013 03:10 |
|
Huh. For some reason I was under the impression you got "penalized" somehow if the demand bars were too high. Thanks for the info.
|
# ¿ Mar 22, 2013 03:47 |
|
I know Jastiger's wallet is under house arrest, but for info the Deluxe PC download version is also available for $15.16 on Amazon.
|
# ¿ Apr 21, 2013 22:39 |
|
Noobish question: is it possible to rescale a region? As in, most regions you find for download end up being 32x32 or 40x40 (large cities), can you keep the same overall terrain but shrink it to, say, 6x6 or 8x8? Is that just a matter of changing the config.bmp?
|
# ¿ Aug 28, 2014 13:49 |
|
With a city of 30K-50K pop, is it normal that when on the fastest speed, entries in the (detailed) RCI graph change by 3000 or so every "tick"? As in, go from +1000 to -2000 instantly? (and then usually pop back sometime later) I just have NAM, SPAM, Black Hole Garbage, and a bunch of SimGoober's BATs installed.
|
# ¿ Sep 3, 2014 23:04 |
|
Keetron posted:After a while, these buildings are finished, taking a bite out of demand. If there is more in development then there is demand surplus, it will dip into the negative leading to either abandonment or a lack of future growth, but this is fine. Just do not assign more plots to that segment. Now that I think of it, the demand bouncing is mostly the $$$ and HT bars. Maybe I'm right on the edge of education/desirability/something?
|
# ¿ Sep 4, 2014 16:57 |
|
Why do $$$ buildings keep popping up when they shouldn't, and is there any way I can stop it? They show up when demand is significantly negative, in areas with no services except water. They get built, and almost immediately downgrade to medium wealth. The only plugins I run are NAM, SPAM, Peg's garbage chute, the Chamber of Commerce, and a bunch of SimGoober BATs.
|
# ¿ Sep 21, 2014 18:24 |
|
HappyHelmet posted:It's an issue with some modded buildings. Whoever made the building likely used the wrong tag, and now the building is in the wrong class. Should a $$$ medium density building of any type show up in a place where the only service is water? WithoutTheFezOn fucked around with this message at 01:49 on Sep 22, 2014 |
# ¿ Sep 22, 2014 01:37 |
|
Sorry, yes power too. I forget about that since it's necessary. Here's the kind of thing that's getting frustrating: I have let's say about 4000 demand for CO$$ and negative 5000 demand for CO$$$. I go off to a spot that's not in the coverage circles for any education, health, fire, or police, or any parks. Just power and water. I zone some medium density commercial, and a third to a half of what shows up is CO$$$. Why? how? Either something is making demand completely non-functional or I'm missing something, it seems.
|
# ¿ Sep 22, 2014 03:55 |
|
Both, as far as I can tell. For instance, the Chalmers Co, Stampel Printing, Molon Condos, and Packard Apartments are all Maxis buildings, correct?
|
# ¿ Sep 22, 2014 14:40 |
|
A really small detail, but Tai's pack has the industry job doubler mod(s) in it, and it has both sets -- the ones that double pollution and the ones that don't. It's one of those mods where you're meant to choose one or the other.
|
# ¿ Oct 6, 2014 00:56 |
|
Haha, yeah the names are pretty cryptic.
|
# ¿ Oct 7, 2014 02:30 |
|
Tai posted:So...what are they dirty-doubler_includingPollution.dat dirty-doubler.dat farm-doubler_includingPollution.dat farm-doubler.dat hitech-doubler_includingPollution.dat hitech-doubler.dat manufacturing-doubler_includingPollution.dat manufacturing-doubler.dat
|
# ¿ Oct 7, 2014 06:03 |
|
Curvature of Earth posted:..., SPAM's improved demand settings stopped working. Now agricultural demand drops to zero after a city gets too big and too educated.
|
# ¿ Feb 5, 2015 15:31 |
|
Tusen Takk posted:Tusen Takk's MacPack v2.0 1) I don't see a SPAM folder, but SPAM seems to work. Is that incorporated into/with CAM? 2) The large CAM buildings popping up are dependent on Stage, right?
|
# ¿ Feb 18, 2015 01:57 |
|
Couple of questions about the MacPack: 1) The trees (I'm pretty sure) are killing my performance. Happen to know of a relatively easy way to remove just the tree controller? 2) My new city I started (new region) is up to about 50,000 pop and has zero cars. Like zero, everyone walks, even halfway across a large tile. Doesn't seem to be a practical problem yet, but is that just from NAM being cranked up to Ultra traffic or something?
|
# ¿ Feb 19, 2015 23:54 |
|
benzine posted:A new interesting map. 17 x 16 big cities, but you can cut it, Also the Brasilia map is pretty darn flat, but it's not huge.
|
# ¿ Feb 21, 2015 16:38 |
|
|
# ¿ May 14, 2024 08:52 |
|
Tindahbawx posted:Now all I need is some guide similar to "How not to make Grid Based Hellscape Cities for Dummies". In addition to the large-scale things (people would settle near the mouth of a river, how does my rail line connect all the tiles, etc) this idea may help: Start with nothing but multiple 1000 person villages on each (non-small) tile, each radiating out farms, and grow each one separately. Got a new intersection in the middle of all those farms? Plop down a dozen buildings there. You know, 10 houses, a gas station, and a bar -- that sort of thing. Or maybe a small factory and two dozen trailers (and a bar). Eventually these things will grow together, and there's little chance they'll line up, so there goes the grid. Also, as tough (and blasphemous) as it can be for some, learn not to fear empty space. If it helps, think that even cookie-cutter (low-density, at least) developments don't have all the lots sold and buildings built at once. WithoutTheFezOn fucked around with this message at 02:55 on Feb 26, 2015 |
# ¿ Feb 26, 2015 02:53 |