Hit about 55k in population and my population and income are cratering now, with no real indication of why. The game could definitely do with some way to see why people are leaving the city, because I don't have traffic jams with any kind of regularity, services are everywhere, I have no industry so there's nobody to complain about not having workers, etc etc. I just don't know why so many people are leaving.
Leaving or dying? The simplistic health model can result in very chunky death blocks if your health coverage is good...
I have no clue, which is exactly the problem. My population indicator has just been in the red for a while and I've lost some 5k citizens, and I have completely no idea why. Plenty of services for everybody, including medical, so if they are dying off, I don't know why.
Dying could be the reason - if your health coverage is like 80% or better all sims love until max age - which means if you had a big immigration period in the past (say, by zoning a big chunk of residential), then they'll all live to max age and die at the same time... Overwhelming your cemeteries and causing yet more drain through people abandoning your newly minted necropolis.
so how do you guys handle the entrance to your city early on as you grow?
A small one way traffic circle works up to about 5k, and then expanded to six lanes works up to about 15, but I really need something better, but can't figure out how to organically evolve it
Hit about 55k in population and my population and income are cratering now, with no real indication of why. The game could definitely do with some way to see why people are leaving the city, because I don't have traffic jams with any kind of regularity, services are everywhere, I have no industry so there's nobody to complain about not having workers, etc etc. I just don't know why so many people are leaving.
Leaving or dying? The simplistic health model can result in very chunky death blocks if your health coverage is good...
I have no clue, which is exactly the problem. My population indicator has just been in the red for a while and I've lost some 5k citizens, and I have completely no idea why. Plenty of services for everybody, including medical, so if they are dying off, I don't know why.
Dying could be the reason - if your health coverage is like 80% or better all sims love until max age - which means if you had a big immigration period in the past (say, by zoning a big chunk of residential), then they'll all live to max age and die at the same time... Overwhelming your cemeteries and causing yet more drain through people abandoning your newly minted necropolis.
Yeah, I had my first minor die off and I only got warning of it when I saw lots of death indicators sprout up around the first district and I jacked up the health budget to get more hearse out onto the roads to cope.
I would really like to have individual budget control over particular buildings. I also did my first expansion of the water/sewage system and I had to guess where to reset the budget so I wasn't paying for more production than I needed. (it's not 55% which would be 'like' 110%, it's 70% -_-) Individual budget control would let me leave the original at 100% then set the second to 50% initially and then I can adjust the first one to balance out the excess supply... but oh well, minor gripes.
Hit about 55k in population and my population and income are cratering now, with no real indication of why. The game could definitely do with some way to see why people are leaving the city, because I don't have traffic jams with any kind of regularity, services are everywhere, I have no industry so there's nobody to complain about not having workers, etc etc. I just don't know why so many people are leaving.
Leaving or dying? The simplistic health model can result in very chunky death blocks if your health coverage is good...
I have no clue, which is exactly the problem. My population indicator has just been in the red for a while and I've lost some 5k citizens, and I have completely no idea why. Plenty of services for everybody, including medical, so if they are dying off, I don't know why.
This happened to me and turned out that the water supply got poop in it.
I really hope the next patch includes a fix for the mass death issue.
Even staggering my residential zoning I'm still end up with waves of mass death which result in a wave of abandoned buildings that have to be demolished or the whole thing gets out of hand.
+1
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
My attempt at a hybrid highway offramp into a roundabout thing:
Hopefully this nukes the long lines of traffic by keeping everything in motion.
You should have the off-ramp before the on-ramp or its going to cause a lot of traffic jams there as people try to merge into the line of cars wanting to leave.
syndalisGetting ClassyOn the WallRegistered User, Loves Apple Productsregular
edited March 2015
Taking the advice given, I tweaked the intersection a tiny bit:
Does seem to flow a bit better now
edit: if the design truly works I will spend the 30+ minutes needed to make it perfectly symmetrical. I wish there were more tools for building symmetrical stuff in game. This intersection stuff is a pain in the ass to draw.
Taking the advice given, I tweaked the intersection a tiny bit:
Does seem to flow a bit better now
edit: if the design truly works I will spend the 30+ minutes needed to make it perfectly symmetrical. I wish there were more tools for building symmetrical stuff in game. This intersection stuff is a pain in the ass to draw.
You'll need to do some re-arrangement of some roads and flip it vertically but you do something like this:
Move the circled road over to give yourself some room, then drop the off and on ramps around where the green lines are.
Can you raise highways high enough to allow roads underneath that are zoned?
0
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
is it just me or is money absurdly easy to come by in this game?
I may as well be playing with unlimited money, because I'm up to a mere 20k population but already banked 3million+ in the bank and am making money hand over fist - currently fluctuating between 18-25k in the green per week.
0
syndalisGetting ClassyOn the WallRegistered User, Loves Apple Productsregular
is it just me or is money absurdly easy to come by in this game?
I may as well be playing with unlimited money, because I'm up to a mere 20k population but already banked 3million+ in the bank and am making money hand over fist - currently fluctuating between 18-25k in the green per week.
If you want to progress to some of the better buildings you need to start putting down landmarks and public transit and open up tourism lanes and such as you work towards the monuments.
I mean, yeah, money is easy to come by and I still have 3 million in the bank with a population of ~70k, but my earnings per week have diminished drastically ever since I started working towards building my medical centers / hadron colliders / etc.
syndalis on
SW-4158-3990-6116
Let's play Mario Kart or something...
0
That_GuyI don't wanna be that guyRegistered Userregular
So, I figured out what was going on with the "mass death" issue. So a person dies and it marks the building as "dead person waiting for pickup". After a while it will flip from black to red indicating a dead person has been waiting for too long. Once that happens, people start moving out, not dying. This causes a feedback loop. Traffic gets super bad because hundreds of people are wanting to leave all at once causing the hearses to take longer and longer to pick up bodies causing more people to move out, causing traffic to get worse and worse. Once enough people leave for traffic to die down, the hearses are able to catch up and the city starts growing again.
I watched a few buildings start fully populated and totally empty out as the dead began to pile up.
0
webguy20I spend too much time on the InternetRegistered Userregular
All I see in that traffic exchange posted above is the Hydra symbol.
So, I figured out what was going on with the "mass death" issue. So a person dies and it marks the building as "dead person waiting for pickup". After a while it will flip from black to red indicating a dead person has been waiting for too long. Once that happens, people start moving out, not dying. This causes a feedback loop. Traffic gets super bad because hundreds of people are wanting to leave all at once causing the hearses to take longer and longer to pick up bodies causing more people to move out, causing traffic to get worse and worse. Once enough people leave for traffic to die down, the hearses are able to catch up and the city starts growing again.
I watched a few buildings start fully populated and totally empty out as the dead began to pile up.
yeah, a building where a dead person stays for too long will become abandoned, forcing potentially dozens of other non-dead cims out of the city.
Whats batty is that even in neighborhoods where traffic is fine and I have multiple crematoriums I cannot keep up with the demand during a death wave. It's the worst part of the simulation by far.
Variable death rates (instead of 6 years on the nose make it 6-8 years for a healthy cim) would do wonders to fix this problem. And open up the door to a new problem of a large healthy retired population, which could be interesting.
syndalis on
SW-4158-3990-6116
Let's play Mario Kart or something...
IIRC, death waves are something CO said they're working on for the first big patch. It'll probably involve a variable death date such that Cims no longer have a hard life span but rather an increasing chance of death every day after that limit is hit.
That'll be so nice. my population is at about 95k right now and stable as I try to fix some of the existing infrastructure before building out and I still get the death waves every once in a while. with a higher population they are much easier to weather, and I pretty much just keep my crematoriums at 150% funding all the time now to help deal with it, but variable death rate will be appreciated.
What i really wish is that crematoriums didn't create quite so much ground pollution. It makes them way too hard to integrate into residential areas, which is where they need to be =/
The money problem I solved by doing two things: Enabled the "Hard mode" mod that comes with the game, which slightly increases prices and maintenance cost of services, and also downloaded the "Get no money from milestones" mod.
I'v used the huge amount of funds you get in this game to over budget almost all of my services. putting things to 150% full time means a ton more coverage which means in a lot of cases you need fewer things like hospitals or police stations, especially bunched up.
But again, as we kind of keep coming back to a problem in this game, an exception to that rule seems to be crematoriums. You can't really have fewer of them because what happens is they fill up, and then you don't have any capacity to pick up more dead bodies. over budgeting them means they pick up bodies faster, which can help the mass die-off problems, but nto the fact that each crematorium can only store 40,000 bodies at a time.
related: I never thought I'd be talking about crematoriums so much in my entire life, and figuring out how to best manage 10's of thousands of bodies is...... strange.
Well yeah, but where is the "add this to my game" option?!
+1
Nova_CI have the needThe need for speedRegistered Userregular
So, I gave up trying to form really nice big interchanges myself and downloaded a few from the workshop. I am really liking the looks of the windmill interchange, and it seems to have a pretty good capacity.
My city is at about 10k and my basic interchanges that connect the different areas of my city are starting overload, though, so it's time for an upgrade to those, however, I have taken a highway through the middle, which is great because then only the interchanges become bottlenecks and they're easy enough to upgrade.
I have noticed, though, that it's not always the shortest route. I have an interchange between two subdivisions that is the only access for the south one, but is the second access for the north one, and vehicles do enter the highway from the north side, even though it's technically a longer route than if they navigate through to the other interchange.
DaimarA Million Feet Tall of AwesomeRegistered Userregular
Question on the "upgraded" roads with the grass or the trees. Does the lack of parking have any impact or is that just a visual thing? Would I create big problems if I put those kinds of roads all throughout my residential areas?
Question on the "upgraded" roads with the grass or the trees. Does the lack of parking have any impact or is that just a visual thing? Would I create big problems if I put those kinds of roads all throughout my residential areas?
Question on the "upgraded" roads with the grass or the trees. Does the lack of parking have any impact or is that just a visual thing? Would I create big problems if I put those kinds of roads all throughout my residential areas?
I've noticed that instead of parking their cars on the street, cims will instead leave their cars in the driveways of their homes (or the parking lots around back of their apartment towers) There always seems to be some kind of parking space on buildings that cims will make use of if the street has 'no parking' signs up due to decorative grass/trees
Hit about 55k in population and my population and income are cratering now, with no real indication of why. The game could definitely do with some way to see why people are leaving the city, because I don't have traffic jams with any kind of regularity, services are everywhere, I have no industry so there's nobody to complain about not having workers, etc etc. I just don't know why so many people are leaving.
Leaving or dying? The simplistic health model can result in very chunky death blocks if your health coverage is good...
I have no clue, which is exactly the problem. My population indicator has just been in the red for a while and I've lost some 5k citizens, and I have completely no idea why. Plenty of services for everybody, including medical, so if they are dying off, I don't know why.
Dying could be the reason - if your health coverage is like 80% or better all sims love until max age .
Oh no, is that the cause of these massive die offs? City wide orgies are taking out the hearts that can't handle it?
0
That_GuyI don't wanna be that guyRegistered Userregular
Posts
Dying could be the reason - if your health coverage is like 80% or better all sims love until max age - which means if you had a big immigration period in the past (say, by zoning a big chunk of residential), then they'll all live to max age and die at the same time... Overwhelming your cemeteries and causing yet more drain through people abandoning your newly minted necropolis.
buy more tiles
make more entrances
Have you ever stood and stared at it? Marveled at its beauty. Its genius.
Yeah, I had my first minor die off and I only got warning of it when I saw lots of death indicators sprout up around the first district and I jacked up the health budget to get more hearse out onto the roads to cope.
I would really like to have individual budget control over particular buildings. I also did my first expansion of the water/sewage system and I had to guess where to reset the budget so I wasn't paying for more production than I needed. (it's not 55% which would be 'like' 110%, it's 70% -_-) Individual budget control would let me leave the original at 100% then set the second to 50% initially and then I can adjust the first one to balance out the excess supply... but oh well, minor gripes.
This happened to me and turned out that the water supply got poop in it.
Don't drink poop guys.
to another cemetery or crematorium
another cemetery, or crematoriums if you have them.
or maybe the river.
It would be cool if there was a decrease in happiness when you emptied a cemetery, though.
Even staggering my residential zoning I'm still end up with waves of mass death which result in a wave of abandoned buildings that have to be demolished or the whole thing gets out of hand.
i find it odd that there is an increase in happiness for people living near them
that does not parallel with real life land values at all
You should have the off-ramp before the on-ramp or its going to cause a lot of traffic jams there as people try to merge into the line of cars wanting to leave.
Swab the poop deck.
Does seem to flow a bit better now
edit: if the design truly works I will spend the 30+ minutes needed to make it perfectly symmetrical. I wish there were more tools for building symmetrical stuff in game. This intersection stuff is a pain in the ass to draw.
Let's play Mario Kart or something...
Might want to try something like this:
http://www.cbrd.co.uk/interchanges/roundabout.shtml
You'll need to do some re-arrangement of some roads and flip it vertically but you do something like this:
Move the circled road over to give yourself some room, then drop the off and on ramps around where the green lines are.
I may as well be playing with unlimited money, because I'm up to a mere 20k population but already banked 3million+ in the bank and am making money hand over fist - currently fluctuating between 18-25k in the green per week.
If you want to progress to some of the better buildings you need to start putting down landmarks and public transit and open up tourism lanes and such as you work towards the monuments.
I mean, yeah, money is easy to come by and I still have 3 million in the bank with a population of ~70k, but my earnings per week have diminished drastically ever since I started working towards building my medical centers / hadron colliders / etc.
Let's play Mario Kart or something...
I watched a few buildings start fully populated and totally empty out as the dead began to pile up.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
yeah, a building where a dead person stays for too long will become abandoned, forcing potentially dozens of other non-dead cims out of the city.
Whats batty is that even in neighborhoods where traffic is fine and I have multiple crematoriums I cannot keep up with the demand during a death wave. It's the worst part of the simulation by far.
Variable death rates (instead of 6 years on the nose make it 6-8 years for a healthy cim) would do wonders to fix this problem. And open up the door to a new problem of a large healthy retired population, which could be interesting.
Let's play Mario Kart or something...
What i really wish is that crematoriums didn't create quite so much ground pollution. It makes them way too hard to integrate into residential areas, which is where they need to be =/
Found an interesting idea on Imgur... i'm not sure i'd want to live there though...
Some of these are pretty darn good
But again, as we kind of keep coming back to a problem in this game, an exception to that rule seems to be crematoriums. You can't really have fewer of them because what happens is they fill up, and then you don't have any capacity to pick up more dead bodies. over budgeting them means they pick up bodies faster, which can help the mass die-off problems, but nto the fact that each crematorium can only store 40,000 bodies at a time.
related: I never thought I'd be talking about crematoriums so much in my entire life, and figuring out how to best manage 10's of thousands of bodies is...... strange.
Well yeah, but where is the "add this to my game" option?!
My city is at about 10k and my basic interchanges that connect the different areas of my city are starting overload, though, so it's time for an upgrade to those, however, I have taken a highway through the middle, which is great because then only the interchanges become bottlenecks and they're easy enough to upgrade.
I have noticed, though, that it's not always the shortest route. I have an interchange between two subdivisions that is the only access for the south one, but is the second access for the north one, and vehicles do enter the highway from the north side, even though it's technically a longer route than if they navigate through to the other interchange.
Also I liked this view of my hippy-friendly commercial area with its hash bars looking at the wind farm (just ignore the smokestacks behind that)
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Save game, try it, report back.
I've noticed that instead of parking their cars on the street, cims will instead leave their cars in the driveways of their homes (or the parking lots around back of their apartment towers) There always seems to be some kind of parking space on buildings that cims will make use of if the street has 'no parking' signs up due to decorative grass/trees
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
I built a commercial district around this. I call it The Clench.
Oh no, is that the cause of these massive die offs? City wide orgies are taking out the hearts that can't handle it?
Yo dawg, we heard you liked roundabouts....