Now we could try to perfectly balance things by increasing the slider incrementally but the addition of industrial means taxes will flow in much quicker when we resume so for now, I'm going to stick the wind turbine back to 100% efficiency and leave the water where it is. Note what I said earlier about the budget sliders: 50% budget gives you 25% efficiency and a standard wind turbine generates 8MW of power in good wind. Let's check the facts:Īnd indeed, our demand has reached capacity. This tells me that we're already below capacity for power. One thing I've noticed whilst laying this industrial zone is that already I have power symbols flashing over a few bulidings. We'll just assume the builders arrived by helicopter and flew in all their materials since we have no roads yet :-\ as you drag the roads, there's a really useful guide to show you how deep the zones will be off that road - great thinking from the developers :-)Īnd continuing to maximise space all the way, we build a few more roads then use the quick zone tool thingy to zone some industrial.Ī few pipes and pylons later and as if by magic, buildings begin to appear. Notice how I maximise the space by taking into account the 4 square deep zones off every road. So just like with the residential zone, we need some roads, water, power and time. ![]() Since this map is ultimately intended for a whole load of concept testing, i'm going to start by separating my zones as much as I can - here's the plan: but now they're desperate for somewhere to work and for somewhere to shop. So there we have it - our first citizens. Those last two screens are from City Statistics Easy Access by Alakaiser. Reducing the budget is a quick way to remedy the deficit early on but you can be certain that you will be increasing your power budget back to 100% very soon! That means for every percent you try to save, your efficiency drops at a much higher rate and counter to that, as you increase your budget, you get less bang for your buck. How? Well the designers made 50% budget 25% effective and they made 150% budget 125% effective. Note: the budget sliders are meant to discourage you from fiddling with them too much and are designed to encourage you to use the correct number of buildings. One quick way to alleviate this is to set the budgets to minimum. Also notice that we're suddenly running a massive deficit - this is because we're paying for a wind turbine, water pumping station and a poo pipe but only have a few families living her to pay taxes for their upkeep. One quick fast-forward into the future later and we have some houses :-) However, notice that the RCI demand (the three coloured bars) has now completely changed and instead of having full demand for residential (green), we now have significant demand for both industrial (orange) and commercial (blue). note that the pylon closest to the residential zoning is close enough to power the houses but not on top of any zoned squares so we don't lose any buildable space. Yay! Let's get the turbine down and join everything together with pylons. More by blind luck that good planning, it seems there's plenty of wind power on this map. This allows us to apply the golden rule of water management: place your poo pipe downstream of your water source! You don't want to drink your own faeces after all :-\ then we get everything connected up using the pipe tool.įinally we need power. First we need to check which way the water is flowing: ![]() We're going to need to connect to the highway and we're going to need somewhere to live so we have to lay some road that joins to the highway and lay some road that we can add residential zoning to - making sure it all links up. We have a highway connection to get those new arrivals into the city, we have a fresh water supply and we have land. This is what we're presented with at the beginning of the game: In order for the houses that appear to operate successfully, you're going to need to provide clean water and get rid of the dirty stuff and you're going to need power. You need to place a piece of road and you need to zone some residential area. ![]() The very beginning of every game has precisely the same requirements.
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