[QUOTE=Shortyish;39937673]so, with all the news about modding into offline mode and stuff like that, how long do you think it will take for a crack to come out and have all of this online drm bullshit tacked on for no reason? i'm hoping once it's done that they'll give up and remove always online play, but i doubt their pride will allow them to.[/QUOTE]
next tuesday
god damn, meteor strikes are the worst if you have little to no fire presence
Hey, guys, I'm sort of looking to join a region, any server will do. Please add Blowpopper, if you've got a slot available and would be interested :v
[QUOTE=Why485;39930320]
[media]http://www.youtube.com/watch?v=g-8lhpINmXE[/media][/QUOTE]
Here's a couple of my own tips and tricks I have figured out since I've started playing this game. See the following picture:
[IMG]http://i11.photobucket.com/albums/a152/V12US/simcity_layout_zpscc5dff2f.png[/IMG]
First, the grid. As the guy in the video above says, high density avenues crossed by medium density streets have NO traffic lights. This is huge. A grid based on this principle already reduces traffic issues by a lot, simply because traffic will flow much more fluidly. As you can see in the grid, I've outlined the city edge with a high density avenue square (don't ever use streetcars, they clog up traffic like a bitch with traffic lights fucking everywhere), made the horizontal streets in the grid high density avenues and then crossed them with vertical medium density streets.
"But V12US, won't the medium density streets stop your zones from developing past medium density?", you may ask. No, because you only zone across the horizontal avenues. This ensure buildings only get built horizontally across the high density avenues, and the medium density streets just act as traffic filters. That CTRL instazone button is nifty, but you'll have to learn to let it go for this layout.
P.S. This grid is just a rough template, don't actually use that amount of commerce/industrial. Keep a look at your population detail tab to see what you need, and build that. If buildings get abandoned because of a lack of shoppers, bulldoze and rezone the area as residential.
Secondly, what the guy in the video says about zoning is wrong. You never want to clump your commercial or industrial zones in one area, because that means every morning all the sims in your city will flock towards the same place, which means traffic jams. Space out your commercial/industrial across the city, and people will spread out every morning. Try to keep commercial/industrial away from your connection to the highway as well, because the highway functions as a major inlet/outlet for commuting people. You can consider it pretty much a massive clump of industrial buildings by itself for this reason.
In the grid above, I have placed my industrial zones along the outer edge away from the highway connection. This also happens to be downwind from my town, which is important due to pollution. Every morning, the sims in my town fan out towards the edges of the town, and because the industrial/commercial is so spread out, I get barely any traffic jams.
Nine out of ten times, traffic is what kills a city. If your sims can't get to work, they can't get money and they end up moving out or evicted. If your services get stuck in traffic, your buildings are going to burn down or garbage is going to cause ground pollution. Plopping down extra trucks/busses, you will actually make problems worse, because you contribute another vehicle to the traffic jam. Solve the traffic jams and you will solve the service problem.
[b]A couple more tips:[/b]
Education is important. Educated sims get injured less, they cause less fires, use less water/electricity, make less garbage/waste, and they recycle. The college and the university (you don't need both, just one, use the university if it's available) improve the tech level of your industry, so it pollutes less and makes more profit. You also get to use nuclear power plants effectively (read: 'safely'), which will solve your electricity problems. Plus you can build the super reactors if you research them at your university.
Recycling is a really easy way to make money in this game. Selling reclaimed alloy and plastic makes good profit, and if you really want to roll in the money, you build a processor factory. These use the alloy/plastic to build crates of processors, which can be exported for [b]$$$ lods emone $$$[/b]. Enjoy your infinite money cheat.
Speaking of trading, build a supply depot with freight storage near your industrial zone. This will stop them whining about needing places to ship freight. Freight is like pollution in this game, it gets created, but it doesn't really get used. You need to store it someplace until it decays away. Apparently that makes your industrial factories really happy.
Finally, it's probably been repeated to death, but make your water pumping plants near your sewage treatment facilities. Sewage treatment replenishes the water table, so you have an infinite amount of water. After having a town die to water poisoning, I have learned to always use filtration pumps instead of the standard ones (don't forget to replace the standard one you get for free when you place the water pumping facility). Do this even if you think your ground will not get polluted. It's hard to predict the future, and sometimes crazy shit happens that sets off a chain reaction of bad events. Better safe than sorry.
That's it. Using these tips, you should be able to easily create a 200.000+ population town with minimal issues that rolls around in infinite money. Have fun.
[IMG]http://i11.photobucket.com/albums/a152/V12US/Spark_2013-03-17_08-31-29_zps66f82e70.png[/IMG]
Well my 200,000 population city providing power to my whole region just forced a roll back and now won't load. Happy day.
my friend claimed a city in my region, took 3 100k bonds, fucked up and deleted everything, and then abandoned the city
he did this to 3 separate cities. now i can't do anything with them because they all have no money and negative income.
what a scumbag
[QUOTE=BuDSpOoNce;39942715]my friend claimed a city in my region, took 3 100k bonds, fucked up and deleted everything, and then abandoned the city
he did this to 3 separate cities. now i can't do anything with them because they all have no money and negative income.
what a scumbag[/QUOTE]
They seriously need to add in some sort of like nuke or reset button. Resets the city back to it's natural state.
I can't possibly see why they didn't have that.
[QUOTE=legolover122;39942724]They seriously need to add in some sort of like nuke or reset button. Resets the city back to it's natural state.
I can't possibly see why they didn't have that.[/QUOTE]
Because then people would make a city, send 50k simoleons to another city, nuke their city and repeat.
Unless maxis would have put some kind of trade restriction such as not allowing this 50k simoleons to be transferred.
[QUOTE=NMDanny;39942756]Because then people would make a city, send 50k simoleons to another city, nuke their city and repeat.
Unless maxis would have put some kind of trade restriction such as not allowing this 50k simoleons to be transferred.[/QUOTE]
Ultimately, money is of little value in simcity. It serves more as a speed limit that slows you down from reaching 'end-game' too quickly. If someone wants to spend their time making a city and nuking it over and over to send some money to another town, it's effectively accomplishing the same thing. It's a timesink.
I'd love a "reset site" button. Just so people can't completely screw over a region by shitting all over a site and then abandoning it. Maybe make it something that only the region creator can do, and only to abandoned sites.
I have this big problem in one of my first cities. I have a traffic problem, and it won't let me make high density streetcar tracks upon the old medium density roades :( Anyone else has this problem? And how to fix it? :S
So I have this city in Antarctic FP region. I know it's not nice ,but I'd like to abondon it, so spot is open there and lucky guy who's online right now as I log in will get free money.
I just realized how many things I've fucked up and I think need some practice on less steepy terrain before I can wrestle with more challenging slots. If there is any fresh EU-based FP region with some flat-ish spots free, I'd love to take one.
[QUOTE=oytal;39943014]I have this big problem in one of my first cities. I have a traffic problem, and it won't let me make high density streetcar tracks upon the old medium density roades :( Anyone else has this problem? And how to fix it? :S[/QUOTE]
You can't upgrade streets to avenues.
[QUOTE=oytal;39943014]I have this big problem in one of my first cities. I have a traffic problem, and it won't let me make high density streetcar tracks upon the old medium density roades :( Anyone else has this problem? And how to fix it? :S[/QUOTE]
You must rebuild
You have the technology
EDIT: HEY, YO, KILLOWATT, WAS YO SENSE OF HUMOR PUBLISHED BY EA? IT'S BROKEN, FIX IT DAWG, ELSE I'LL DISAGREE WITH YO FACE, YA FEEL ME?
[QUOTE=Mr.Cthrobot;39927461]does anyone know where I can buy this game for 50$>[/QUOTE]
little update incase anyone still looking to buy
probably the cheapest i've seen: [url]http://cdkeyshere.com/simcity-cd-key.html[/url]
Hey guys, i really want to play with som real people, if you have a server on antarctica, would you invite me, "viksko"?
So are we getting our free game tomorrow? I hope it's not Crysis.
[QUOTE=GHOST!!!!;39944417]So are we getting our free game tomorrow? I hope it's not Crysis.[/QUOTE]
I hope it's not crysis three because I spent 80 bucks on my ~deluxe~ copy.
or Crysis 2, since I got that with my ~deluxe~ copy.
Maybe Crysis1, or SimCity3000.
If you're not already subscribed to this guy for some reason:
[video=youtube;kWDRdRQDfds]http://www.youtube.com/watch?v=kWDRdRQDfds[/video]
[QUOTE=A big fat ass;39929998]Has EA said any details regarding the free game on Monday?[/QUOTE]
[QUOTE=V12US;39942643]Here's a couple of my own tips and tricks I have figured out since I've started playing this game. See the following picture:
[IMG]http://i11.photobucket.com/albums/a152/V12US/simcity_layout_zpscc5dff2f.png[/IMG]
First, the grid. As the guy in the video above says, high density avenues crossed by medium density streets have NO traffic lights. This is huge. A grid based on this principle already reduces traffic issues by a lot, simply because traffic will flow much more fluidly. As you can see in the grid, I've outlined the city edge with a high density avenue square (don't ever use streetcars, they clog up traffic like a bitch with traffic lights fucking everywhere), made the horizontal streets in the grid high density avenues and then crossed them with vertical medium density streets.
"But V12US, won't the medium density streets stop your zones from developing past medium density?", you may ask. No, because you only zone across the horizontal avenues. This ensure buildings only get built horizontally across the high density avenues, and the medium density streets just act as traffic filters. That CTRL instazone button is nifty, but you'll have to learn to let it go for this layout.
P.S. This grid is just a rough template, don't actually use that amount of commerce/industrial. Keep a look at your population detail tab to see what you need, and build that. If buildings get abandoned because of a lack of shoppers, bulldoze and rezone the area as residential.
Secondly, what the guy in the video says about zoning is wrong. You never want to clump your commercial or industrial zones in one area, because that means every morning all the sims in your city will flock towards the same place, which means traffic jams. Space out your commercial/industrial across the city, and people will spread out every morning. Try to keep commercial/industrial away from your connection to the highway as well, because the highway functions as a major inlet/outlet for commuting people. You can consider it pretty much a massive clump of industrial buildings by itself for this reason.
In the grid above, I have placed my industrial zones along the outer edge away from the highway connection. This also happens to be downwind from my town, which is important due to pollution. Every morning, the sims in my town fan out towards the edges of the town, and because the industrial/commercial is so spread out, I get barely any traffic jams.
Nine out of ten times, traffic is what kills a city. If your sims can't get to work, they can't get money and they end up moving out or evicted. If your services get stuck in traffic, your buildings are going to burn down or garbage is going to cause ground pollution. Plopping down extra trucks/busses, you will actually make problems worse, because you contribute another vehicle to the traffic jam. Solve the traffic jams and you will solve the service problem.
[b]A couple more tips:[/b]
Education is important. Educated sims get injured less, they cause less fires, use less water/electricity, make less garbage/waste, and they recycle. The college and the university (you don't need both, just one, use the university if it's available) improve the tech level of your industry, so it pollutes less and makes more profit. You also get to use nuclear power plants effectively (read: 'safely'), which will solve your electricity problems. Plus you can build the super reactors if you research them at your university.
Recycling is a really easy way to make money in this game. Selling reclaimed alloy and plastic makes good profit, and if you really want to roll in the money, you build a processor factory. These use the alloy/plastic to build crates of processors, which can be exported for [b]$$$ lods emone $$$[/b]. Enjoy your infinite money cheat.
Speaking of trading, build a supply depot with freight storage near your industrial zone. This will stop them whining about needing places to ship freight. Freight is like pollution in this game, it gets created, but it doesn't really get used. You need to store it someplace until it decays away. Apparently that makes your industrial factories really happy.
Finally, it's probably been repeated to death, but make your water pumping plants near your sewage treatment facilities. Sewage treatment replenishes the water table, so you have an infinite amount of water. After having a town die to water poisoning, I have learned to always use filtration pumps instead of the standard ones (don't forget to replace the standard one you get for free when you place the water pumping facility). Do this even if you think your ground will not get polluted. It's hard to predict the future, and sometimes crazy shit happens that sets off a chain reaction of bad events. Better safe than sorry.
That's it. Using these tips, you should be able to easily create a 200.000+ population town with minimal issues that rolls around in infinite money. Have fun.
[IMG]http://i11.photobucket.com/albums/a152/V12US/Spark_2013-03-17_08-31-29_zps66f82e70.png[/IMG][/QUOTE]
A guide on how to get bored with the game really fast
I'm hoping they let me get the mass effect trilogy with my free game. doubt it tho
[QUOTE=KorJax;39945174]A guide on how to get bored with the game really fast[/QUOTE]
You mean playing the game effectively makes it boring?
I dunno, man. I get it some people just want to make a nice little neighborhood. That's fine, power to you.
I strive to perfect a town and see what I can accomplish with it before it crumbles to dust. Just because you finish building doesn't mean you finish being a mayor. Shit always pops up. Try keeping your middle class happy in a 200.000+ population town, for instance.
[QUOTE=V12US;39945832]You mean playing the game effectively makes it boring?
I dunno, man. I get it some people just want to make a nice little neighborhood. That's fine, power to you.
I strive to perfect a town and see what I can accomplish with it before it crumbles to dust. Just because you finish building doesn't mean you finish being a mayor. Shit always pops up. Try keeping your middle class happy in a 200.000+ population town, for instance.[/QUOTE]
Doing something like that can be fun yes, but the problem with min/maxing a simcity game is that it kind of defeats the point. You create a perfect city, that looks completely in-organic and boring and is super easy to do by following a very specific formula, and the result is something that makes meaninglesly large amounts of cash, looks really weird just filling up an entire square plot of land, and isn't organic at all. Also, because you follow a formula, it is super easy and just not really that engaging or fun.
This simcity most of all is super boring to play like that, and its a great way to get yourself bored with the game. Previous sim cities had the advantage of having land sizes large enough that min/maxing the entire square space of the landscape was fun just because you can try and see just how super big of a city you can make and it could take a while to do. In this one, it really doesn't take that much time and it isn't as challenging to pull off, which really trivializes that style of play (not to mention looks dumb).
I find it much more interesting, and enjoyable if you play the game to make a city and then incorporate those types of strategies in certain sections of your city too keep things running nice there. I.E. having a small downtown district that uses roads in the above manner but then the rest of the city might be more organic, and naturally grow outward. Sure you won't have max pop and max money but doing that in SimCity makes me go "why don't I just play with cheats on? It's more efficent to get the same exact result and effort via cheats than doing it without it".
What's really hard is making a city that actually functions like a city without trying to min/max space and population ratios, without trying to fill the entire square with max density to create really weird looking cities, and without relying on trade exploitation to make you infinite monies. That's when cities in SimCity become challenging to develop, and actually take a lot of time. I'm [I]still[/I] on my starter city (comprised of 3 different connected cities) playing like this and I'm having a blast. Meanwhile half this thread is comprised of people already bored with the game because it's "too easy".
Sure making a min/max city can be a fun thing to do once or so, but making that the way you play the game? It defeats the point really, and it isn't going to be nearly as entertaining in this game as it would in previous games where the land sizes were big enough for it to actually take a while and not be as easy of a money maker.
What I don't like about this game is that cities eventually reach a point of inestability which is really hard to recover from. In SC4 you could argue that you'd reach a point where with a little wedge and twist you could keep your city going on indeterminately but here you have to resort to using expo centers or recycling centers to give you money to keep you afloat because you're -5k deep in red numbers and I find that really frustrating. Why can't I have a naturally profiting city that isn't a shithole?
Sims bitch WAY too much about taxes. they're perfectly fine with 10%, but as soon as I raise them to 11% they're all up in arms and ready to leave the city. It's just non-sense.
"This is outrageous! The train is too crowded!"
50 riders per day...
Starting a region with my friends just now, whats the best server to play on?
Antarctica/EU East or pacific?
From the UK btw
[QUOTE=Crumpet;39946190]Starting a region with my friends just now, whats the best server to play on?
Antarctica/EU East or pacific?
From the UK btw[/QUOTE]
South America
[QUOTE=barttool;39946195]South America[/QUOTE]
Really?
[editline]17th March 2013[/editline]
Also, any easy ways to keep a profit and a nice city going for a beginner?
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