![]() (It's been a while.) Keeping track of the traffic patterns is crucial at times like this there's a really great overlay that dynamically displays what means each sim is using to get to work - this one - it's constantly changing, but knowing that there's a limit to how far a sim will go to do what he needs to will help you clue in to where your big problems are arising. Sims will only walk a certain distance to get places I think it's something like 3 or 6 squares. In a lot of ways, if you can interpret these graphs effectively, the game will play itself. ![]() Pay particular attention to your RCI graphs when zoning you'll get upticks in the different columns depending on which things your sims want more of, so if you have a lot of unemployed, skilled laborers, you'll see an uptick in the demand for high value industrial, for instance. But I usually build a lot of medium industry and low-density residential at the beginning, and a smattering of low-density commercial near a major thoroughfare (you don't need much, especially at the beginning of a city) to simulate a turn of the century industrial city. ![]() Start with low density everything, except maybe farms - there are few compelling reasons to go farms, although if you get a certain farming population you can unlock the farmer's market (which has some nice benefits later on) and then I believe you can burn all of your farmland and turn it into residential areas, just like in real life. They won't make sense at the beginning, but you'll begin to correlate data in your head between problems you see in your city and the data that shows up, and you'll start to be able to predict and preempt problems. For what it's worth, there are mods that fix things like the bus stop problem, but I never really got into modding. I have an urge to play it again, but I know I'd be bound to end up disappointed again - there are a variety of reasons for this, but in short it's because the Mac port is really disappointing and there are a lot of places where the abstraction breaks down - 1x1 bus stops? really? Buses really are one of the best options for early public transit, but it's a pain in the ass to zone sometimes, and there are other problems, such as when you make a high-density residential area towards the middle of your city's life and it ends up as a 7000-sim tenement, all of who try to take the same bus stop because they're too dumb to use the one you built right next to it. Oh man, reading some of these posts, I realize how much I take for granted about SimCity. ![]()
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