I now hold my own SimCity livestream show, visit www.twitch.tv/jordanmrichards :)

Showing posts with label guide-tips-and-tricks. Show all posts
Showing posts with label guide-tips-and-tricks. Show all posts

Thursday, 28 March 2013

How freight works - Understanding industry

Hello there mayors!
I have learnt a lot in the past week. I thought I'd share with you in how freight works. How to make sure freight gets shipped correctly and why freight shipments are important.

Freight is produced by industrial zones. This freight is then shipped to commercial zones and also shipped outside of your city. Freight shipments to commercial zones is not a must, but however, does provide more profit to your industry.

Industry also, is not a must, but is capable of providing a nice income.

Freight shipments make your industry money, no freight shipments = no industrial income. Commercial zones sell the freight you produce.

So better industry = more freight  = more commercial zones wanted = more profit. Simple.


Freight icon graphic by JordanMRichards

So how do you get better industry? Well, industry is based off a few things, I will explain them and how you can improve on them.

Tech level
- Build more schools | libraries and try to increase the amount of sims that enroll.

  • School
  - Max-Tech level: 1 

    • High-School
 - Max-Tech level: 1 


  • Community College
 - Max-Tech level: 2 

  • University
 - Max-Tech level: 3 

How many available places to ship freight
-  You could build an airport and place the cargo terminal extension
- You could build a trade port and place the freight shipping warehouse and ship freight via rail (freight rail terminal) or by ocean (cargo ship dock)
- You can also build a trade depot, but it will only be shipped by road.
- You could zone more commercial
- There are also specialization buildings that freight can be shipped to.

How freight is shipped
- All depends on traffic.
I try to separate my residential traffic from my freight shipments|worker traffic.
Hint: they will always take the shortest route, if that route is highly congested, they will take the next least-congested shortest route.

Density - Workers' Happiness
- Density of industrial zones are based off the workers' happiness. 
To make the industrial workers happy, they want enough places to ship their freight, as explained above.

Here's what your industry workers care about generally in the day:
- They want to get to work on time
- They want to produce and ship the freight they have made to a location
- They want to finish shipping all their freight before the end of the day
- They want to arrive home at least for a few seconds before the next day starts.
 If you accomplish all of these things, your density will shoot up & you won't find many industry building being abandoned.
If your industry is high tech though, they will want skilled workers, if they don't get enough skilled workers, they density can fall and if you leave them moaning for too long, the industry building will get abandoned.

To make it easier to understand, I spent a while making this algorithm illustration. (Click for larger|easier viewing)


Success
- Potential upgrade in the density of the industrial building
- Potential increase to sims' happiness.
- Potential increase in hourly industry profits.

Ok
- Potential decrease of sims' happiness
- Potential decrease of  hourly industry profits
- Things may stay as they were from the day before

Bad
- Definite decrease of sims' happiness
- Potential abandonment of building
- Definite mid|minor decrease in hourly industry profits.




Thanks for reading! If you have any questions, you should visit our forums.

~JMR

Wednesday, 13 March 2013

A dead city - the key to revival

Hello mayors.

I have witnessed many people hitting a dead state in their city where they are loosing masses of money from services and operating costs. In the end, the city becomes dead, people move out and everything begins to go down hill. Just as things were seeming perfect, too!

I myself, have come across this issue. So I thought I'd share with you, tips on things that helped me getting started back up. Reviving my dead city.



Things to do to get your income in balance.

I have made the following to-do list, so you can visit here and check-box things to do when your city goes dead. Mostly aimed at cities where the income is at a big downfall. Even if you have loads of Simmons  it's the future direction of your city that is important, so that means your hourly income is too.

Turn off least important services
- I find that there are peaks to which services sims want most. For example, if there is a flu going around, it is good to keep a hospital running, Etc. But there are also those services, that aren't always needed for a particular amount of time. A good way to check if it's worth paying this much for that service, is to click on that plopabble, and see how it's doing. Like clicking on a hospital and seeing how many patients are being treated there.
Turn off parks
- Depending on how dead your city is, large parks can eat into your income. Don't worry about land value for now, you can turn the parks back on and sims will move back in, in no time!
Turn off specialization that makes a loss
- Although you may be earning 100k+ a day from processor sales. Your income per hour may still be very bad. You can continue specialization when your city is stable again. Do not turn off any specialization that is increasing your income.
Bulldoze any abandoned buildings / rubble
- Sometimes, it's just one of those things that gets lost in the pile of things to do.
Ensure unused space is filled up with commercial & residential 
- This can help you make more money from taxes
Ensure taxes are at least 9% and below 12%
- You can lower taxes afterwards when your income gets more stable. But do not raise the taxes too high, you could make a larger loss if too many sims move out. 
City has enough power 
City has enough water
- This includes clean water.
City has adequate sewage treatment 




Once your income is in balance, then you need to gradually turn things back on. Be careful though & make sure you are not on llama speed or cheetah speed.

Turn things on, starting one by one.

First start with services, then work your way to parks.

Now, you should see your population gradually rising, but be careful. Do not rush things.

A good way to check how much a plopabble is going to cost you, is by turning it on quickly to check the -$x/hr . Make sure you make at least $x + $500 before you turn that particular plopabble on.




If you get -$$$ hourly income again, immediately pause the game and analyze the budget panel. If you see any un expected losses, for example on parks. Then close that and keep it closed, until your city gets a higher population.

If you find yourself not going anywhere, repeat the checklist. Eventually, you'll figure out where you went wrong. This method does take time, but it's a lot better than leaving your city to die and get into a lot of debt.





Thanks for reading! 
Hope it helped.

Sunday, 10 March 2013

Guide to a successful road layout

Hello Mayors!

In this guide, I will explain some key concepts behind a successful road layout. I will also explain good ways to place your road when you first start a new city. Then tell you how to improve on that layout, as you earn more money and population.

The concept
Okay so, first of all. Lets think of what makes a successful road layout.

  • Smooth, clean traffic
  • Efficient bus system
  • Roads placed so that you can accomplish everything you want in your city.



So then, firstly : Smooth, clean traffic. How do we accomplish this? Well, there are a few things you can do to improve on this.
  • Make multiple routes to certain places, so it spreads out the traffic more.
  • Make sure not to place upgraded services (E.g fire stations) on: low-medium density roads.
  • Have a high density streetcar avenue system.
- You will need the department of transportation and purchase a streetcar depot. Along with streetcar stops. This can be quite costly, but very effective 
  • Spread out popular buildings, don't place schools, services or high traffic specialization close to each other. This can build up to many traffic jams on that one road.




Next, an Efficient bus system. When making a bus system, I like to pick a street, then pick a building & just sit there for a moment and think about where there people living there would like to go. Once this is covered I think about how can I make the bus route faster. Well the solution to this is having MAIN ROADS. What I mean by MAIN ROADS, is basically - placed out high density roads that are designed specifically to get from point A, to POINT B. For example, a lot of people like to put one main road from the connection to the end of they're city.

Having a main road not only makes it easier to place bus stops, but makes sure that you don't waste your money on excess bus stops! I know I've done it in the past where you place bus stops until everywhere has that green shade of color on it. This is non-efficient and will result in higher waiting times due to people going to a needless bus stop, as well as needless expenses.




Lastly, Roads placed so that you can accomplish everything you want in your city. Obviously it's not possible to do some things with your city. But I am talking about realistically here. Do you want a mining city? Electronics? High education? Etc.

If you DO, then you need a successful road layout in order to do so. It's best to plan sooner, than later. So before you start your city. You need to take into account everything you want to do in your city, before you
start building roads. I recommend writing on a note pad, what you want to do in your city. Then you can access it with ease in-game.

Once you know what you want to accomplish in your city, you can now think about HOW. This can be very tricky, but can also be very simple! It all depends on your approach. Just think about it in simple form. I'll give an example.

I want to build a city where the education is great and I specialize in mining lots of coal and sell it over the global market
- if so I'd need to:

  • Layout roads, so that I can fit all of the educational buildings. I'd make sure there was enough space for excess classrooms too!
  • Place the department of education in my city, therefore I'd need to make sure NOT to box-in my town hall.
  • Have enough space for a coal mine and place the mine at the side of the city, to the direction of the wind. This way, the pollution would not harm my land value. But I'd need to make sure that I didn't box the coal mine in. So I'd have room for the three types of modules.
  • Have efficient services. I'd need a good health clinic, as mining can result in quite a few injuries. So I'd need to place roads so that the health clinic can easily access the main road, to send off ambulances. Also I'd need to do the same with a fire station and fire trucks
That would be enough for me, to start building my city TOWARDS, the right direction. I'd know where I'd need to make sure something went, therefore I'd know how to layout the roads, in order to complete them four bullet points.

I would like to quote this member of the forum:  , as he stated some good key things to remember.
"When you have things that have vehicles that come and go you need to try to understand where they need to go and the path they need to take to get there. For instance, I started a city that had a large blob of oil off to one side. There is ZERO residential on that side of the map. That entire half of the map was used to set up oil wells and to provide a clutter free path from the wells to the trade depot. The trade depots were set up so that the traffic from the wells and from out of city trucks didn't mingle with residential traffic. THAT IS CRUCIAL! There are a limited number of vehicles to transport goods within your city and there are also a limited number of vehicles that will come to haul those goods off. If they are stuck in traffic it will limit the productivity of the entire system as oil well storage fills up and the whole thing shuts down until it can get rid of the supply build up.  

From that foundation of a functioning oil industry, with all the trading infrastructure and transportation layout I eventually converted through a multi-stage evolution to a TV and Computer producing empire that is generating over 8mil/day in profits. On days when delivery vehicles get hung up it can drop profits below 5mil. On days when everything is super smooth I can make over 10mil. That's how big a deal traffic is. If it was completely hosed I could have all the same electronics factories and all the same trade ports but all the resources needed to make it work would be stuck in traffic and the factories would shut down until the resources they needed would arrive. "

Thanks GamefaceAA for that helpful information, I'm sure many people - including myself find it very helpful. 


Starting out - How do get money in to build your city

I'd also like to point out, that the beginning process of starting out a road layout can be difficult. Unless taking out a bond. But we want to avoid bonds if we can. So the best thing to do, to get money in at first, would be to go to the road connection to your city from the region and place standard to medium density road.
 Then zone it with residential and some commercial. This is just temporary.  Here's an example:

From this (click for larger image):

Once that is complete, build up a small community and place your town hall. This is all temporary and later on after this, you will probably demolish most of that mini-community. Once you have enough money, build a high density avenue (which can later be upgraded to a streetcar avenue) across and 'move' your community to that area.

To this:

This community would now be the central part of the city. You can then move your town hall there and build up a larger population. Which you can then upgrade to a city hall.

You can then expand from there and build up a huge population.





More about roads
Before, I go into the methods used to design road layouts. I'll state some key facts about roads.


  • There are 7 types of road
- Low density dirt road, 1 lane, costs $1, (low density shops, houses and industrial only)
- Low density street, 2 lanes, costs $2, (low density shops, houses and industrial only)
-Medium density street, 4 lanes, costs $4, (medium density shops, houses and industrial at max)
-High density street,4 lanes, costs $7 (high density shops, houses and industrial at max)
-Medium density avenue, 4 lanes (medium density shops, houses and industrial at max, it acts as a main street for established towns)
-High density avenue, 6 lanes, costs $9 (high density shops, houses and industrial at max, for high population central areas)
-High density streetcar avenue, 6 lanes, costs $12 (high density shops, houses and industrial at max, for high population central areas & supports streetcars to relieve some transport congestion)
  • You can upgrade roads by pressing the upgrade button. Note: you cannot upgrade streets to avenues, you'd have to demolish the road and replace it.
  • You need road to build zones upon
  • The guides on the floor show you the maximum space between roads to achieve the maximum density of zones for that road type. If you don't lead enough space, no matter how high the land value, the zones cannot reach they're full capabilities for that road.
  • You can toggle the guides on the floor, by checking/unchecking the checkbox next to 'Guides'.


Methods
I will state the pros and cons of some common road methods used. As a guideline to help you choose what method you would like and what ones to avoid. I will be adding more as I learn.

The grid - method



I have seen this system used so many times, often in industrial cities.
Pros
  • Compact and does not waste space
  • Park advantage, the park's effective radius covers the grid system well
Cons
  • Can produce terrible traffic
  • Hard to maintain
  • Limits the space available for modules
  • Cheap
I personally think this system is good to avoid, but experiment with it yourself. You probably could build a pretty good city with it, if you just placed everything right. Including a good transport system.

Curved branches - method



Pros

  • Easy to maintain
  • Looks presentable
  • Plenty of room for modules and upgrades
  • Efficient traffic system as the roads are long and plenty of spaced-out routes. If done positioned correctly ( Have around 2-3 main roads ), there will be no traffic jams.
Cons
  • Can become costly
  • Takes up more space than the grid method
  • Wider-spaced area to cover for parks Etc.

I myself, use this method a lot. But it takes quite a lot of work to cover areas with the services and parks, it's also pretty costly and very hard to use at the start of a new city with a budget of only $50,000.




Thanks for reading mayors! As I learn more I will continue to upgrade this guide.

Feel free to post a comment and/or reply to this thread to allow others to discover this post:
http://forum.ea.com/eaforum/posts/list/9353857.page