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As for the actual layout, 35x35 Avenue, so, 31x31 inside it, railway going though the centre making 4 15x15 tiles inside, so I thought 2 11 length roads 6 tiles apart leading to a 14 length road 3 away from the railway where the station is, allowing 4 10x3 zonings along 10 of the 11 tiles length of the roads from the Avenue and like another 2 6x3s either side of station.
That leaves a 1 tile wide strip for trees along the Avenues which ideally wont be getting used a whole lot anyway, but also 1 tile is all that's needed for Buses so might as well do them there as well I guess.
Scaled up, another grid onto that 35x35 would be 68, another again 101, and then 3 more which would be another 99 onto that would be 200, beyond 299 and 398 etc, sounds like I've thought of a good mega city pattern to try so would be handy to know how far from the edges I should start the grids by knowing the size of the maps.
Yeah haven't started yet, not sure if I even will this year lol! Depends partly on if any of you are even interested in seeing this get made, still in the brainstorming stage as I do the Math on this Math worked out beforehand equals hopefully first try fail proof design.
They will do u turns at the avenue intersections, I've watched them. It doesn't seem to be an issue, compared to other intersections where cars are going flying. If you don't do any crossings, keep an eye on the commute time, if they need to go all the way around, it may force traffic to another way to get across. I never thought to force them on trains to get across, let us know how it turns out if you go that route.
Well, that's one person who actually wants to see this apparently, perhaps that will be enough to convince me to stop being lazy and finally stop putting this game off my to do list.
Turns out if you have like 2 parallel roads, Sims can walk to a bus stop on one road and ride it going along the other road, even if the stop is only diagonally connected to one of the roads, so forced bus usage is also a possibility in this game!
One issue that is implied going straight to a subway early is there aren't enough people to make it worth while, and transportation guy cries that it is a dumb idea, to the point he gets annoying. It is a 'big' budget hit early, and I had to scrap the project due to early game budget issues. If you use the money cheat, this becomes a non event (I choose not to). It feels like the game is scripted for the early subway to fail.
The only time I had success 'early' was connecting a feeder city, with mostly landfills, dirty industry and low income housing to a subway system system that was already profitable on the main tile I was pawning off trash from.
I don't recall trying above ground rail early, at least in this game. Buses are good enough and cheap enough to go profitable early, then I link it to the subway during my rezoning. I go subway because it doesn't take up a lot of room. The earlier games gave me a focus on population instead of aesthetics.
Another thought, which I think applied to this game, but I may be thinking of 3000, is given the choice, the citizens are scripted to want to drive 1st then filter through other modes of transportation if driving becomes 'impossible' (traffic, etc). Walking is the last choice.
https://steamcommunity.com/sharedfiles/filedetails/?id=2944694664
I'm making 10K a month from transport, admittedly a third of that is toll roads, so it's actually just 7K a month from public transport, but regardless, how does that compare to others? Thankfully, mid last year, a couple of fairly experienced players shared their transport income:
https://steamcommunity.com/app/24780/discussions/0/2999926461244581690/
https://steamcommunity.com/sharedfiles/filedetails/?id=2840762474 One of them by Brathuehnchen, makes 15K a month from a 400K pop city, though like mine, some of that, a quarter, was toll road income. Given how my city has less than a third pop size, I feel mine compares favourably. https://steamcommunity.com/sharedfiles/filedetails/?id=2838311686 wilfer88 was the other, making 11K a month from a near 600K pop city, though his is made entirely by public transport and not anything by toll roads unlike mine and Brathuehnchen's, but still compares worse. especially as it's still less from public transport than Brathuehnchen's despite a larger pop.
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Though this appeared success is due to an issue with my infrastructure, it's overloaded: https://steamcommunity.com/sharedfiles/filedetails/?id=2944702717 It didn't take too long for this, my busiest rail to reach 8K riders, which appears to basically be the limit Sims are willing to tolerate before they switch to alternatives, which makes sense! Since that's 400% capacity, I've seen it peak above 10K, but never stays there for long. https://steamcommunity.com/sharedfiles/filedetails/?id=2944704396 At the top you can see the same rail as the previous screenshot still getting about that same 8K despite all the growth since. Cars only make up around one fifth of vehicle usage and well... I don't know what's counted as car usage, but, I do know a lot of the city's car usage is just driving to train stations lol! To the point where you can almost tell what's res and what's com just by air pollution! https://steamcommunity.com/sharedfiles/filedetails/?id=2944705974 There are two main exceptions to that rule however, one at the top, we can see clearly is due to cars going into it, likely due to the overly congested rail previously mentioned. However... https://steamcommunity.com/sharedfiles/filedetails/?id=2944708132 The other, not so much! This corner of it has 1K sims going though, none by car. https://steamcommunity.com/sharedfiles/filedetails/?id=2944709675 The entry to the other side reveals only 97 cars, and the lack of a blue line despite more busses than cars going though here means only evening commute buses go though there. https://steamcommunity.com/sharedfiles/filedetails/?id=2944710324 The main road shows it's 70% buses going along it and while 4.3K is quite a lot of traffic, doesn't seem like enough to cause that kind of overhang, especially since the zones on the other side aren't experiencing the same pollution!
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Still next to nothing done as far as my next test layout, investigated some things though, like: https://steamcommunity.com/sharedfiles/filedetails/?id=2944712917 which I feel is a nice looking monorail intersection design, I think I'll use it...
I which I made more back up saves of the city at different stages, year 135 being the first. Requests for more screenshots of year 135 will be considered.
Also, in case you didn't believe me on the 7K from public transport bit out of 10K total, here: https://steamcommunity.com/sharedfiles/filedetails/?id=2945706035
This is also of the same commercial zone, most arrive by train or bus from the other side: https://steamcommunity.com/sharedfiles/filedetails/?id=2944685577
Good job with your mass transit system.
I especially like the screenshot from the monotrail intersection, looks nice and i could imagine trying this in one of my cities.
Also nice to see how you accomplish such a great traffic income with that population, that gives much room for buying the special buildings or to renew parts of the city (like including that monorail intersection).
What about using trees to lessen the pollution? Did you not include some because you were just testing the layout?
Unfortunately my time reserved for gaming is scarce, so i am not really into trying out and testing the game for possible solutions regarding the more technical issues the game offers.
Optimizing or maximizing my cities (and i only play my by now 20 year old region) is not the main focus when i play SC4.
But i read this forum for a very long time now and am still impressed with what is possible and that with enthusiasm, passion and determination for the game you can reach seemingly impossible things.
As I keep trying to tell Bfloo, income shouldn't be the priority with transport, but pollution and congestion reduction, though since I tried taking that to logical extremes, it logically resulted in higher income, though that's before expenses, you know? Like, my city has higher transport department expenses than your city despite having lower population and transport income, though part of that is also due to how I laid down lots of grid without zoning anything on it... but the point stands still I feel, that I'm spending comparatively WAY more to make that more and so the income side of things shouldn't be seen as a main take away, since yours especially could still be seen as better in that regard making more than triple income to expenses.
I hope to see more updates on your cities! Working on the same region for 20 years is such an amazing story, truly beats me by a long shot.
While probably not your intent, it's pretty sad face the least relevant screenshot shared for what I was showing is the one you liked the most lol!