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bloomlwold's avatar
5 years ago

Bothersome Suggestions

Is anyone else bothered by the almost constant exhortations to build or instigate a certain building or strategy?

The Zones Nazi is the worst, but a building and a factory type were some of the worst for me. Omega Factories left me with nothing more than a constant and desperate search for raw ore and oil to keep the factory's voracious appetite fed.  Now the Zone Nazi wants me to build a Mega Tower.  Every time I 've built one of them it was a constant fight to try for a balance in the tower of Sims and places to shop.  One or the other were always out of whack.  The Zone Nazi say that the sims who live in these towers will shop and work outside the tower but I don't think I've ever seen that happen.

I have a reasonably good city at the moment, built around producing science with the academy and a college. There isn't much room to build additional large residential buildings so I am almost tempted to use the little space left to try one of these towers again.  I know as soon as I do sewage, power and water will need immediate attention. and the  fight with balance in the tower will be there.

Has anyone dealt successfully with these issues?

BW

3 Replies

  • Hi there @bloomlwold - I feel the same way about the "advice" the game keeps giving you. It's almost a mini-game - try to ignore bad advice without raising your blood pressure. 

    The megatowers - oh boy, seems like a good idea. It's a balancing act on top of a balancing act. Just like you can't really get sims from one city to commute to another city (and come back), the megatowers seem to be their own contained thing. I have had the same struggles with balancing the levels. I have been "successful" for a while, but inevitably there will be a time where you have conflicting messages on the different towers. A residential level will say "Not enough work" and the mall level above it will say "Not enough workers". 

    If you decide to try again, don't mix wealth levels in the same megatower. Make sure the land value around the megatower matches the land value of the sims. Plop parks of appropriate wealth level all around the megatower. If shoppers can't get to their commercial shops they will go to parks and you can keep them happy there. Remember that low and medium wealth will use city transportation like streetcars and shuttle buses, but high wealth always drive, so you'll want to tailor the area to keep everyone walking. Also, Megatowers have 3 entrances. Make sure you have roads connected to all the entrances, to help with traffic flow.

    The biggest complaint I have with megatowers is that they are very slow to react to changes. I think that's why you get the conflicting messages between the levels. The fastest way to deal with issues on a level is to demolish the level. That can be very expensive, though, because the first couple of levels that you built are probably the ones that have the issue. You can't demolish the first level without demolishing all the levels above it. You don't have to demolish the base, though, and the base doesn't have any costs associated with it, so you can demolish everything and let the city run. I think there's actually a bug that keeps the income from the megatower even after you demolished it, so a mini-exploit to gain cash without managing the megatower.

    I know I sound like I'm discouraging megatowers. They can be useful if you manage them, and don't feel too bad about demolishing levels every once in a while. Personally, I prefer to building an Arcology Great Works for more workers. But an Arcology doesn't give your city income, so megatowers might be the better option depending on what you're trying to accomplish.

    Good luck on whichever you choose. Happy Building!

  • So a question I have meaning ask you and forget. How do you know that sims leave a city on public transportation never to return? Population Panel?  The only time I have seen the numbers on my population panel reduce is when housing is replaced with apartment etc.  In that case the population will actually grow once the new building is occupied. But I have never noticed my population decrease permanently.  I have seen sims going out of town to work in a neighboring city but have not noticed that my population actually reduced as a result.

    The Zone Nazi. when he suggests Mega Towers. always suggests that the sims in the towers will shop and take jobs outside the tower but I don't think I have ever notice that occurring. As far as I can tell they never leave. Another thing I don' think I have ever noticed earning cash from a tower.

    I usually have at least four adjoining cities going at once. (Sometimes eight using an adjoining region)  One thing I have noticed that is if I place a bus station very near an attraction such as a theater or stadium I can see sims arrive by bus and walk to the attraction.  I have never looked to see if they left after attending an event. I'll have to check that one out.

    I think I'll try Omega again.  Place the factory in a city that has both oil and ore, build stocks of the same up in adjoining cities, and see if I can prevent the wild chasing of raw materials.

    Anyway I really appreciate your insights.  Thank you for taking the time to give your advice.

  • BlackjackWidow's avatar
    BlackjackWidow
    Hero (Retired)
    4 years ago

    I use MaxisGuillaume's Extended Worker Data Mod to get more in-depth population numbers. It's the only mod I use. It was created by one of the SimCity 2013's devs, and parses population data for all your buildings. This SkyeStorme video explains the problem as it relates to students. He does a great job of explaining the issue. Somewhere in the series, I can't remember where, he shows that having a bus terminal near casinos - but no bus stops - can bring tourists into your city, without any of your citizens leaving. So, leads me to believe that as long as there are no bus stops, your citizens will stay in your city. As you already know, having it close enough that they walk to their destination is crucial for traffic management.

    He also has a Let's Play section on OmegaCo and the raw materials bug. The actual building of the city infrastructure and that sort of thing starts earlier in the series, but starting at the link I gave you will give you an idea of some best practices, and you can decide to go back and watch the others later if you'd like. Short answer - the ore gets consumed way faster than it should. It's much easier to import the resources in trade depots, rather than trying to extract it.