Results 1 to 6 of 6

Thread: Share Your Tips

  1. #1
    Feeds the Carry RJO's Avatar
    Join Date
    Jan 2007
    Location
    Toronto, Ontario, Canada
    Posts
    11,617
    Blog Entries
    13
    Thanks
    1,469
    Thanked 1,992 Times in 977 Posts

    Awards Showcase

    Default Share Your Tips

    Things you've learned, articles you've read, share your insights here!

    The green heat map you see when you place a hospital shows the distance people will WALK to your hospital. Ambulances are the least efficient way to deliver health care services (or deliver people to health care services) so it makes sense to have the bulk of your residents within walking distance of health care if possible. (Learned this from lets all be mayor today)
    - RJO, Officer of AKS
    Blog - Twitter - Facebook - Last.fm - Flickr

    Taas Taru, White Mage (FFXIV)
    Currently Playing: FIFA16, Life

    Proud member of the lala master race

    hardcore

  2. #2
    Rules Lawyer
    Join Date
    Nov 2008
    Location
    DC
    Posts
    471
    Blog Entries
    1
    Thanks
    1
    Thanked 41 Times in 34 Posts

    Awards Showcase

    Default Re: Share Your Tips

    Start your city layout with low-grade roads and avenues. These will save you money starting out and can be upgraded without having to worry about recreating the buildings. They allow you to stay ahead of the service demands because buildings won't upgrade to medium or high density until you upgrade the surrounding roads. Low-Density and High-Density roads take up the same amount of space, same for avenues. Updating from road to avenue requires you delete the road and possibly screw up building placement so lay out your primary arteries early and upgrade as traffic becomes a problem.

    Place services at major intersections in the middle of your neighborhoods. I've seen way too many videos of bad players putting services buildings (fire, police, etc) along the edges of their cities. The area of influence of these is circular so you lose half of the efficacy putting them along the edge and you have to use more of them. The same can be said for parks, and especially the ones with a huge influence area.

  3. #3
    Bad Kitty Slippers's Avatar
    Join Date
    Sep 2010
    Location
    Minneapolis
    Posts
    1,882
    Thanks
    515
    Thanked 226 Times in 167 Posts

    Awards Showcase

    Default Re: Share Your Tips

    The zone size that the automatic guidelines will recommend is different for roads and avenues. If you want to zone full size squares from the start, follow the guidelines for avenues.

    The videos I learned the most from were from this series:
    http://www.youtube.com/watch?v=75MNm34Ss9A
    I can't remember everything he said, but unlike many of the people posting let's play vids, he knows his stuff. Recommended viewing.

    Profile on Lodestone

  4. #4
    Redneck Immunity Slammer's Avatar
    Join Date
    Aug 2010
    Location
    Land of Dixie
    Posts
    431
    Thanks
    8
    Thanked 100 Times in 62 Posts

    Awards Showcase

    Default Re: Share Your Tips

    Quote Originally Posted by greyanna View Post
    Start your city layout with low-grade roads and avenues. These will save you money starting out and can be upgraded without having to worry about recreating the buildings. They allow you to stay ahead of the service demands because buildings won't upgrade to medium or high density until you upgrade the surrounding roads. Low-Density and High-Density roads take up the same amount of space, same for avenues. Updating from road to avenue requires you delete the road and possibly screw up building placement so lay out your primary arteries early and upgrade as traffic becomes a problem.

    Place services at major intersections in the middle of your neighborhoods. I've seen way too many videos of bad players putting services buildings (fire, police, etc) along the edges of their cities. The area of influence of these is circular so you lose half of the efficacy putting them along the edge and you have to use more of them. The same can be said for parks, and especially the ones with a huge influence area.
    Does adding ambulance/firetruck/patrol car increase said circles size?

  5. #5
    Bad Kitty Slippers's Avatar
    Join Date
    Sep 2010
    Location
    Minneapolis
    Posts
    1,882
    Thanks
    515
    Thanked 226 Times in 167 Posts

    Awards Showcase

    Default Re: Share Your Tips

    Here's an amazing Google docs spreadsheet of SimCity tips, lots of good stuff:

    https://docs.google.com/spreadsheet/...any=true#gid=0

    Profile on Lodestone

  6. #6
    Rules Lawyer
    Join Date
    Nov 2008
    Location
    DC
    Posts
    471
    Blog Entries
    1
    Thanks
    1
    Thanked 41 Times in 34 Posts

    Awards Showcase

    Default Re: Share Your Tips

    I have a few suggestions from over the weekend, but for the moment:

    sewage treatment plants put clean water back into the water table as long as they aren't overworked. Water pumps will quickly drain your water table if they are fully upgraded, but if you put it next to your sewage treatment plant it uses that supply to run indefinitely.

    By sandwiching my water pumping station (using regular pumps) between two sewage treatment plants. I've managed to run at 650+kgal/hour consistently and never had a problem with pollution entering the system. It helps if you line up the pumps to be in parallel so that they're each getting maximum output from the nearby filtered sewage.

    The only concern is if you have only one feeder line going into your setup the first treatment plant will get all the sewage and occasionally overload. It's best to have one line coming in from each direction.

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •