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SimCity |OT| It's not the simulation or city that matter, it's <parameter: string>

My latest question is do tourists eat into the amount of goods available for locals at shop. What I mean is, lately I've seen residential building across the street from shops complain there is no shopping (Less regularly does the shop complain of no shoppers...).

I would think so but I'm not certain. I have seen my shops complain about not having enough tourists.
 
Oh and I forgot to mention: They need to add homeless shelters. I mean, we already have them in Parks, but I want something effective. Something that parallels the Jail Cell in that it helps them get back on their feet again and is expandable to meet the needs of a sudden surge.
 
Oh and I forgot to mention: They need to add homeless shelters. I mean, we already have them in Parks, but I want something effective. Something that parallels the Jail Cell in that it helps them get back on their feet again and is expandable to meet the needs of a sudden surge.

I'd even be ok with them adding generic churches as well, then you could have a soup kitchen add-on.
 

Koomaster

Member
Those Crest/Oral B toothpaste codes finally started showing up in my area; so yesterday I picked up one for myself and one for a friend who lives in Canada. If anyone was curious even though the promotion is USA only, he was able to use it on his origin account and got the in-game attraction set.

When it asked for an address I just had him put in mine. Not sure if that was necessary, probably just could have made up something. But just in case we win any decent prizes, I want them shipped to my address. :D

Even though the attraction sets are in the tourism section, there doesn't seem to be a limit on how many you can place and you can have multiples of each. I was able to put 5 llama statues beside each other. Very cute btw, have little llama-sims hopping around in a petting zoo underneath the giant llama statue.
 
Even though the attraction sets are in the tourism section, there doesn't seem to be a limit on how many you can place and you can have multiples of each. I was able to put 5 llama statues beside each other. Very cute btw, have little llama-sims hopping around in a petting zoo underneath the giant llama statue.
Do they bring in revenue? From the description I read somewhere it sounded like they were low wealth parks more than attractions.
 

Koomaster

Member
Do they bring in revenue? From the description I read somewhere it sounded like they were low wealth parks more than attractions.
No revenue. They are sort of hybrids, they provide low wealth land value (parks) and are low wealth tourist attractions.

I have the llama ones set up near the back of my city near a residential area and each gets ~200 visitors a day and ~50 tourist a day. Would maybe attract more tourist if they were near the entrance to my city or if my city wasn't a giant traffic jam and tourists could get to them each day.
 
Ugh, having trouble getting my university to 1000 students in a day =/

Also, what comes first, sims wanting to recycle or building a recycling plant?
 
Ugh, having trouble getting my university to 1000 students in a day =/

Also, what comes first, sims wanting to recycle or building a recycling plant?
Apparently the latter. I made an ass out of myself on twitter because I thought that the game would tell you when your population is ready.
 

Nibiru

Banned

Hmm it seems so:( It was up when I posted it. Screenshots are all over the web though and all with links to Greenman so I expect the traffic might have crashed the link. Or they jumped the gun at Greenman and shouldn't have posted the info yet. It is very real though.
 
I have a mining city, ore and coal, just got the first upgrade to my mining HQ, what should I do?

Save materials to produce alloy etc... and get my tech up to build electronics? Keep exporting everything?
 

Rentahamster

Rodent Whores
I have a mining city, ore and coal, just got the first upgrade to my mining HQ, what should I do?

Save materials to produce alloy etc... and get my tech up to build electronics? Keep exporting everything?

If you keep exporting you'll run out eventually, so you might as well use the opportunity to make alloy, since that'll enable you to hit the next income point to upgrade your HQ again.
 

Rentahamster

Rodent Whores
I have one coal mine and one ore mine, I don't think I have space for more *shrug*

Well, depending on how long you want to play your city, your long term goals would be to unlock alloy smelting with your first upgrade, then unlock the oil division of trade ports with the next upgrade. Then use the trade upgrade that you should have gotten in the meantime to upgrade the oil division of the trade port. Then use those upgrades to get a head start on Electronics, since you need both plastic and alloy, and having a trade port that can do both is space efficient.

Or, you can just import coal and ore when you run out, and just keep doing alloy, since that also makes a decent profit.

The downside of both electronics and alloy production, though, are that they produce a shit ton of pollution.

I haven't played the game in a while since 2.0 came out, (been playing Civ 5 instead), but in my last several games, I've done nothing but commercial and residential to keep the pollution at zero. Or, near zero, if I put in a couple high density industrial to provide jobs to balance things out.

They need to completely rethink the game design and philosophy regarding trade specializations. After a lot of thought and gametime tinkering with it, the implementation of it seems completely wrong to me.

Anyway, here's an example of the kinds of cities I was making before I kinda stopped playing the game.

http://www.neogaf.com/forum/showthread.php?p=54030222&highlight=#post54030222

edit: You know, it's kinda sad that after you pass 500k population, the game music changes to a really cool variation, but hardly anyone is gonna hear it since getting to 500k pop without getting completely fucked in the process is kinda hard. And not in the "ooh this is awesome challenging gameplay" ideal archetype of "hard". Well...it kinda is for me, since I'm a glutton for punishment. I guess that's why I liked God Hand so much :p
 
Man, part of what makes this game so frustrating is when it works in stretches. I managed to make a profitable casino city but the weirdest bugs crop up. I also noticed that things go haywire after natural disasters.

Anyway, with a population on 120k I managed to have 700 unemployed low wealth – and periodically the game told me I needed to zone more residential because there aren't enough workers...

I'm also seeing sporadic mismatched buildings to land value. I have one low wealth building in the middle of all high wealth and the damn thing keeps rebuilding as low wealth no matter how many times I bulldoze it for having no shoppers (because its in the middle of $$$ wealth area!).

Lastly, I noticed that despite numerous trucks (usually doing the conga), my garbage trucks can never pick up all the garbage (statistically). The map overlay will show only 10-20 cans left at the end of the shift, but the info pane on the right will only say 8k out of 10k picked up, roughly.
 

munroe

Member
That'll take up half the city from the looks of it...

Exactly! The theme parks are apparently meant to be built in your city, I haven't got enough room to begin with, let alone a theme park. Definitely won't buy the expansion, I kinda regret buying the game in the first place.

Maxis/EA still have a long way to go to get everything fixed.
 

Rentahamster

Rodent Whores
Between Mac people being starved for good titles and this striking me as being the perfect game for that audience, I imagine it'll do pretty well.

Depends on if the sentiment has spread to casuals. It will actually be a good case study to see whether core gamers do actually affect sales from the broader audience.

I'm not sure if a casuals vs hardcore framework is a good analysis for it, since even casuals get frustrated by the game's mechanics. I think it might be more to do on how large a population of the primary Mac audience heard about/care about the recent bad press. The power of the internet to spread bad reviews from people who have played the game vs the marketing push.
 
Update 4.0 Notes

• New: SimCity Launch Park, an exclusive new park just for our dedicated fans who were early adopters.
• New: Region: Edgewater Bay. Seven city sites in one cluster around a beautiful bay with one great work site.
• New: Your current server will now be shown in the options menu.
• New: More detailed rollover information on buildings telling player’s if their Sims received happiness from a park or from shopping. Previous to this fix, this information was generic.
• Re-Enabled Feature: Global Market prices now dynamically change during gameplay.
• Re-Enabled Feature: Leaderboards are will be active on EU West 3, Pacific 1 and Pacific 2 at the release. We will enable them on additional servers throughout the day.
• Re-Enabled Feature: Region filters are now enabled on all SimCity servers. Players will be able to search for open games by Map Name, Sandbox Mode, and Abandoned Cities.
• Rain Clouds: Fixed an issue where some cities would not have rain clouds to replenish their water table. If you had a city with this issue, you will start seeing clouds again within a game day.
• Fire: Improved response time of fire trucks to fires. Improved the time it takes for a fire signal to reach a fire station.
• Mission updates: Tuned Metals HQ and Community College missions. These were appearing too early, making them difficult to complete. They now appear later in a city’s development.
• Solar Farm Great Work: Reduced fire risk at the Solar Farm Great work. Local fire engines were spending too much time at the Solar Farm.
• Messaging: Improved pre-requisite messaging for Trade Port, Casinos, Smelting Factory and Oil Refinery. It should be clearer on how to unlock these buildings.
• Graphics: Fix for flickering low wealth buildings on NVIDIA graphics cards.
• Education: Fix for an issue some cities experienced where commuting students did not return from a neighbor’s city. This was causing a problem where students would disappear from a city in some cases.
• Tuning: Sims will lose a small amount of happiness if they don’t have a place to shop. Cities without places to shop will see complaints and feel the effect of unhappy Sims. This will emphasize the importance of commercial zones.

Can't wait for the new bug that last one unleashes. Anyone with a tourism city is gonna have big problems since most commercial turns into hotels, which don't satisfy shopper sims as far as I can tell.
 

Rentahamster

Rodent Whores
Can't wait for the new bug that last one unleashes. Anyone with a tourism city is gonna have big problems since most commercial turns into hotels, which don't satisfy shopper sims as far as I can tell.

Until there is a better way to control how and where hotels can spawn, tourism is always going to be a crapshoot, IMO.
 

munroe

Member
The fluctuating market prices will be interesting, will have to watch the game more closely now instead of just letting my city run itself and getting around 150k each set of TV's
 

Rentahamster

Rodent Whores
I'm not sure well that global market is going to work...once you hit electronics, it's likely that your oil or coal is gone or nearly gone, and that you've already demolished the factories because you dont' have enough room for both (due to small city size). What's going to happen when your electronics plant can't sustain your budget anymore?

The forced floor on the prices can't afford to be set too low.
 
I'm not sure well that global market is going to work...once you hit electronics, it's likely that your oil or coal is gone or nearly gone, and that you've already demolished the factories because you dont' have enough room for both (due to small city size). What's going to happen when your electronics plant can't sustain your budget anymore?

The forced floor on the prices can't afford to be set too low.


Yup, sure you may make a ton of cash on your exports but you will quickly run out of space to put your shiny new toys =/


Things are just stagnant now
 

Rentahamster

Rodent Whores
No doubt. Realistically, it needs to be a 4th zone – Residential, Commercial, Industrial, Tourism.

I like how theoretically, it's a non-polluting job sink, or basically an industrial factory without the pollution. I damn near went crazy trying to plan out a jobs-balanced high population tourism city, but proper traffic management required my hotels to be in a particular area, and it was hell trying to dezone all my other commercial shopping zones when I introduced the tourism to make sure that they didn't turn into hotels.

It was an exercise in tedium and fury.
 
How long does it take for a simoleon gift to arrive, sent 400k from one of my cities to another and I've been waiting for it for a while now...


Never mind, I didn't wait for the money truck to leave the first city before I loaded the 2nd one....
 
I like how theoretically, it's a non-polluting job sink, or basically an industrial factory without the pollution. I damn near went crazy trying to plan out a jobs-balanced high population tourism city, but proper traffic management required my hotels to be in a particular area, and it was hell trying to dezone all my other commercial shopping zones when I introduced the tourism to make sure that they didn't turn into hotels.

It was an exercise in tedium and fury.
Wow, you have a lot more patience than I.
 
Love when it suggests zoning industry and then all the new buildings go abandoned due to lack of workers even after you zone more residential and geta ppopulation bump..... Ugh
 
Love when it suggests zoning industry and then all the new buildings go abandoned due to lack of workers even after you zone more residential and geta ppopulation bump..... Ugh

That's why I pay no attention to the RCI bars. I use the population detail table to tell me what I need.
 

Rentahamster

Rodent Whores
Has anyone tried 4.0 yet? I'm kinda sad to say that I'm not jonesing to play it. Even my patience ran out, lol.

That's why I pay no attention to the RCI bars. I use the population detail table to tell me what I need.

Yeah, the workers/shoppers numbers are all you really need to pay attention to. The RCI bars, and the whole RCI system in general, is a joke.
 

OchreHand

Member
Has anyone tried 4.0 yet? I'm kinda sad to say that I'm not jonesing to play it. Even my patience ran out, lol.



Yeah, the workers/shoppers numbers are all you really need to pay attention to. The RCI bars, and the whole RCI system in general, is a joke.

I installed the patch but I'm feeling the same... I have zero motivation to even click on the icon anymore.

Slightly OT but I was watching Prison Architect on GiantBomb the other day and I think that's a brilliant concept for a game (design your own prison!! even the prisoners have their own individual profiles). I just wish the art style was better.

At least one thing SimCity did get right is the art. When I played, I enjoyed reading all the little signs on the buildings or listening in on the individual buildings.
 

Koomaster

Member
Has anyone tried 4.0 yet? I'm kinda sad to say that I'm not jonesing to play it. Even my patience ran out, lol.
Yeah, my friend started a region and I joined and we played about 2 hours today.

I didn't have many issues crop up, or at least didn't notice. The regional updates seemed pretty fast. Took maybe 2-3 minutes for our city hall upgrades to be available region wide to each other.

The park they give you if you've been around since launch is cute. But you have to have a dept. of tourism to place it.

Overall so far 4.0 has been a positive experience in the amount of time I played today. The only big trouble I had was that for some reason fire went out of control in my city. I built a fire dept. before any fires started and eventually maxed it out, but it wasn't enough. And I just have to say how bs hazmat fires are in a city's early life. There is literally nothing you can do about it unless you have the safety dept. as your first upgrade to city hall and have the funds to open up the advanced fire dept. which fights hazmat fires. Also every time one explodes, it's way too loud, scares me.
 
Yeah, my friend started a region and I joined and we played about 2 hours today.

I didn't have many issues crop up, or at least didn't notice. The regional updates seemed pretty fast. Took maybe 2-3 minutes for our city hall upgrades to be available region wide to each other.

The park they give you if you've been around since launch is cute. But you have to have a dept. of tourism to place it.

Overall so far 4.0 has been a positive experience in the amount of time I played today. The only big trouble I had was that for some reason fire went out of control in my city. I built a fire dept. before any fires started and eventually maxed it out, but it wasn't enough. And I just have to say how bs hazmat fires are in a city's early life. There is literally nothing you can do about it unless you have the safety dept. as your first upgrade to city hall and have the funds to open up the advanced fire dept. which fights hazmat fires. Also every time one explodes, it's way too loud, scares me.


Department of safety and university with engineering schoo and large fire stationl =/ That is what, 200k in total?
 

Koomaster

Member
Department of safety and university with engineering schoo and large fire stationl =/ That is what, 200k in total?
Yeah I forgot about the University. So more like 250k plus the hourly upkeep of all that as well. And you'd also need 2 city hall upgrades for both safety and education then.

Just played again this morning to do all that; and it's like constant hazmat fires. It's always so much more involved since you need to have a high population so you have at least 1k students a day for your University just to buy the school of engineering upgrade.

Edit: Blog about the new Amusement Park
 

munroe

Member
Man, game is still so broken. Just downloaded the new patch today and thought I'd give it another go, enter my electronics city.

Challenges still not working (though with all the other problems, guess that's far down their list of priorities

Even though my city appears on my friend's electronics leaderboard, it doesn't appear on the global leaderboard.

Market prices don't seem to fluctuate, left it running for a bit and the prices still stayed the same.

Sound is still borked, if I zoom up close to say an ore mine, the sounds of the mine will then be the only thing I hear even if I zoom out and focus on another area, just the same sound repeating over and over.
 
Does anyone know if the Crest products promotion at Target and Wallmart are available in Canada? i tried to do a quick search but couldn't get a clear answer.
 

Koomaster

Member
Does anyone know if the Crest products promotion at Target and Wallmart are available in Canada? i tried to do a quick search but couldn't get a clear answer.
They are not SOLD in Canada; but if you can get someone from the US to buy one of the products and give you the code, you can get the items in game.

When you enter the code, the site does ask for a US address, not sure if you can just make something up or not. With my friend in Canada, I just had him use my address in case we won anything of value so it could go to my house.
 
So this started happening.

K0Gw9dH.jpg

wAHcYq8.jpg

It almost bankrupted my city thanks to all the delivery tricks getting stuck in traffic. In fact, before that it almost fucked my city because my oil power plant couldn't get its global shipment. I had to build two coal ones to cover demand.

Loaded up one of my other cities in the region last night and it started happening there too. This sucks.
 
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