*Wasted space bro! Sims will gladly work in neighboring cities, so your main city should be only comm and res. All you need is avenues/busing and traffic graph stays all green! You get 2 million sims, with my strategy. NEVER USE THE GREY STREETS!!! ESPECIALLY IN INDUSTRIAL!* "Everything", yes, everything except water pipes needs to be divided by 8, 16, 32, 64, 128, etc. P.S. You will also still have bunches of green space(trees and grass) and barely any pollution at all! NEVER build subways or Monorails - wasted money and space! Just four lane avenues every 8 tiles and busing every 16 tiles.
My tutorial on grids was 'pinned', at Simtropolis for a few years. If you haven't been a member of Simtropolis, then you really haven't 'lived', the simulation experience. Grids are fecking boring, but grids take advantage of the computers algorithms and numerical values - use those numbers to solve every issue within the simulation.
That's true about the numbers. I noticed Sims do not travel super far and when you build a cluster of things it must be planed out good in that area. I never worked on numbers over 32, but now I see what you mean and agree.
running the nuclear plants gives you the cheapest form of non-polluting energy. you can also build a waste to energy plant and turn the funding to zero, this doesn't create power, but consumes your garbage and then pollutes (can be best to use in a neighbouring city and then a neighbour deal to export the waste).
Im taking my sweet time on my first map, and space thing out, but it's hard to balance things out. I've spent soo much time figuring things out and have super large map. I'm now dividing things into districts. The way I want it done is pretty hard because if I cluster things too much, it gets out of control too quick and also demand too much. If I give in, I will sacrifice space for what I want for another district. Someone hooked me up with a custom Region that has 2x the normal size of the original standard Timbuktu Region. I'll have super massive space for my total game plan on how the Region will be laid out. It's going to take me years to design this region.
you edit the Bitmap Regions in the game to give yourself up to 16 of the largest areas or more. Also, there are cap breakers when you hit a certain city size, Cap breakers can change demand for different things. Plaza and parks are Cap breakers but so are education buildings and some other services like a recycling center
Nice job, but personally I hate fake looking overly grided and sectioned off cities. You should go for a more natural realistic city that youd see in real life. NAM is a life saver for making more unique functioning cities.
Do you know, does NAM contain any balance changes? I read about it and I understand that it contains transfer logic changes and new types of roads but i'm not sure about balance
"Mayor Mode" (standard build mode), then Data Views (beside the RCI Demand bar, one of the buttons, looks like a grid pattern) and select "Zones" (bottom of second column). Thanks for watching :D
Trains are most important in the industrial area's, and will move poorer populations around. Buses are good for poor and middle class, and subways are great for everyone. Subways are the best way to make a city more dense, but they are incredibly expensive, so they are something to add later in the game to make some neighborhoods taller/denser. Buses, as far as I can tell, are always useful to deal with traffic problems. Trains aren't great to move people, and since that is most of the game I don't use them in the main cities unless I'm just building a random city that includes trains because I like them. Most industrial area's are in bordering cities, you can use them to ferry people, but richer buildings/sims don't like being close to trains, so you can't use them all over. I don't think I've ever succesfully used a monorail system. In this game I had a layout meant to integrate one, which is why the highways are high and low in some area's, but I think I forgot to try to put one in by the time I reached 1 million sims (because it took me way longer than I thought it would because I made a mistake early in the game). I just like experimenting with the game and trying things, like building a railroad focused game, or making monorails the only way to commute between zones. Sandbox games are awesome that way.
I usually avg 1 million with a few regions at 1.8 mil or 1.6. All I do is roads, monorail, subway and rail, no grid. It seems to grow better if it's random. It's like the game gets bored. I do grid the industrial though around the outskirts.
You actually inspired me to change my strategy so no I'm rebuilding with a grid for my roads and diagonal for my highways and rails. Trying it that way.
When I first tried to build a giant city like this I didn't know you had to build crematoriums and couldn't figure out why my city wouldn't grow turns out there were dead people everywhere, oops lol.
Made a new video showcasing the best ways to set up a city to earn the most money possible in the standard version of the game without modifications. Enjoy ua-cam.com/video/NTP2k6Uff24/v-deo.html
*Wasted space bro! Sims will gladly work in neighboring cities, so your main city should be only comm and res. All you need is avenues/busing and traffic graph stays all green! You get 2 million sims, with my strategy. NEVER USE THE GREY STREETS!!! ESPECIALLY IN INDUSTRIAL!* "Everything", yes, everything except water pipes needs to be divided by 8, 16, 32, 64, 128, etc.
P.S. You will also still have bunches of green space(trees and grass) and barely any pollution at all! NEVER build subways or Monorails - wasted money and space! Just four lane avenues every 8 tiles and busing every 16 tiles.
Good point, might have to try something like that sometime.
My tutorial on grids was 'pinned', at Simtropolis for a few years. If you haven't been a member of Simtropolis, then you really haven't 'lived', the simulation experience.
Grids are fecking boring, but grids take advantage of the computers algorithms and numerical values - use those numbers to solve every issue within the simulation.
@@CrybKeeper did u do a vid on it or is it just explained in Simtropolis forums?
That's true about the numbers. I noticed Sims do not travel super far and when you build a cluster of things it must be planed out good in that area. I never worked on numbers over 32, but now I see what you mean and agree.
running the nuclear plants gives you the cheapest form of non-polluting energy. you can also build a waste to energy plant and turn the funding to zero, this doesn't create power, but consumes your garbage and then pollutes (can be best to use in a neighbouring city and then a neighbour deal to export the waste).
Good tip with the waste to energy plants, however, the zero funding will cause power lines to spark, if that matters.
Im taking my sweet time on my first map, and space thing out, but it's hard to balance things out. I've spent soo much time figuring things out and have super large map. I'm now dividing things into districts. The way I want it done is pretty hard because if I cluster things too much, it gets out of control too quick and also demand too much. If I give in, I will sacrifice space for what I want for another district. Someone hooked me up with a custom Region that has 2x the normal size of the original standard Timbuktu Region. I'll have super massive space for my total game plan on how the Region will be laid out. It's going to take me years to design this region.
you edit the Bitmap Regions in the game to give yourself up to 16 of the largest areas or more. Also, there are cap breakers when you hit a certain city size, Cap breakers can change demand for different things. Plaza and parks are Cap breakers but so are education buildings and some other services like a recycling center
Nice job, but personally I hate fake looking overly grided and sectioned off cities. You should go for a more natural realistic city that youd see in real life. NAM is a life saver for making more unique functioning cities.
Do you know, does NAM contain any balance changes? I read about it and I understand that it contains transfer logic changes and new types of roads but i'm not sure about balance
On minute 19:30: how can I hide all the buildings?
"Mayor Mode" (standard build mode), then Data Views (beside the RCI Demand bar, one of the buttons, looks like a grid pattern) and select "Zones" (bottom of second column). Thanks for watching :D
Can you post a link to download the city?
how to i make my city bigger? i own one square how to i make it bigger?
Are trains and public transport any use in this ?
Trains are most important in the industrial area's, and will move poorer populations around. Buses are good for poor and middle class, and subways are great for everyone.
Subways are the best way to make a city more dense, but they are incredibly expensive, so they are something to add later in the game to make some neighborhoods taller/denser. Buses, as far as I can tell, are always useful to deal with traffic problems. Trains aren't great to move people, and since that is most of the game I don't use them in the main cities unless I'm just building a random city that includes trains because I like them. Most industrial area's are in bordering cities, you can use them to ferry people, but richer buildings/sims don't like being close to trains, so you can't use them all over.
I don't think I've ever succesfully used a monorail system. In this game I had a layout meant to integrate one, which is why the highways are high and low in some area's, but I think I forgot to try to put one in by the time I reached 1 million sims (because it took me way longer than I thought it would because I made a mistake early in the game).
I just like experimenting with the game and trying things, like building a railroad focused game, or making monorails the only way to commute between zones. Sandbox games are awesome that way.
I usually avg 1 million with a few regions at 1.8 mil or 1.6. All I do is roads, monorail, subway and rail, no grid. It seems to grow better if it's random. It's like the game gets bored. I do grid the industrial though around the outskirts.
Nice, thanks for the comment, I'm working on trying to get to a full 2 million but haven't found a great way to do it yet haha
You actually inspired me to change my strategy so no I'm rebuilding with a grid for my roads and diagonal for my highways and rails. Trying it that way.
The Baron my best region is 10 million with 2 million in a large plot
When I first tried to build a giant city like this I didn't know you had to build crematoriums and couldn't figure out why my city wouldn't grow turns out there were dead people everywhere, oops lol.
wait, you have to build crematoriums?
I think he's talking about Cities Skylines lol
No bus? Train? Wow? First time I see it. .
Nice Lets play!!
Thanks!
Not to be sniffed at haha
Made a new video showcasing the best ways to set up a city to earn the most money possible in the standard version of the game without modifications. Enjoy ua-cam.com/video/NTP2k6Uff24/v-deo.html
I subbed :)
Cool man, appreciate it *thumbs up*
My city has 1 592 000 inhabitants
-8 is better
I subbed