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Another reason to love Cemeteries is that they are a very, very cheap way to provide service rating. Costing 160/week for 10 hearses, and providing death care to a huge radius. They are a total bargin in so many ways. So I build lots of cemeteries, and about a third as many crematoriums as a true "final resting place" for the corpses.
And a final trick: Death Waves. Cemeteries are brilliant for buffering the extra corpses during a death wave, but you can even use full cemeteries for this.
So lets say a Death Wave comes along, and you notice a couple of your cemeteries are full. Immediately start to empty them, but once the 10 hearses have left, which only takes about 10s, turn off emptying (at this point it will be at 2900 stored corpses). The hearses will finish delivering the stale corpses, and can then go pick up a total of 100 fresh corpses - which is actually quite a lot as it can remove the corpse zots from up to 100 buildings. So this allows the "full" cemetery to take part in dealing with the death wave. Once the death wave is over, empty the cemeteries for real.
The main reason NOT to use Cemeteries + Crematoriums is micro-management. Deathcare with crematoriums is something like 4x more expensive, but you can go AFK and leave the simulation running for an hour without coming back to a city overrun by corpses (hey, sounds like a zombie apocalypse). Personally I'd like an "auto-empty" or "corpse rotation" mod, which automatically empties 10% of the corpses once a cemetery becomes full (or occasionally dispatches a full hearse of stale corpses when the cemetery is nearly full), allowing full cemeteries to continue to collect corpses. That would allow cemetery+crematorium to be micro-management free.
I always knew that the way to go with this was cementery+ crematorium
Once the cementery is full you have to empty it with the crematorium... Its obvious.
To be fair to OP, it's not entirely obvious - one reason is that Cemetery+Crematorium works completely differently to Landfill+Incinerator, if a player figures out that you can't win by emptying landfills (in fact, using landfill set to empty significantly degrades the ability of the incinerator to eliminate rubbish so you should never use a landfill once incinerators are available), then they might logically but erroneously conclude that the same approach is optimal for cemeteries and crematoriums - that crematoriums alone is a superior approach and cemeteries only serve as a stop-gap until crematoriums are available.
There is a mod called "Automatic Emptying" in the workshop so you should check it out. Although I'm confused how you missed it as its one of top mods,
It kind of does what I want, but what I really want is not something which clicks the empty button for you - I still want the empty button to function as a way to empty the cemetery and allow it to be bulldozed - instead what it should do is just empty enough corpses to free up space, as if it only empties the oldest corpses to free up a little space for new entrants. So ultimately a "full" cemetery would instead hover between 2700-3000 corpses stored (provided there is a crematorium to deliver excess too), but you can still empty it if you like.
The ideal mechanism would be that a nearly full cemetery just dispatches the odd hearse full of corpses to a crematorium, doing so more frequently as it gets closer to 3000 stored.
Thanks a lot! About half an hour trying to figure out what the *** is going up, I found this post. You are great, man!
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