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MosesPresley
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Are you able to use your old cities in this version?
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MosesPresley
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I just purchased sc4 and I am having a love/hate relationship with it. I absolutely hate the regions implementation and the fact that I can't import my sc2k and sc3k ciites. I just don't have the time or inclination to run over 100 cities. otoh: I love the myriad details.
Does anyone know where you can download some regions? So far I haven't been able to find any.
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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:25
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quote: Originally posted by Grumbold
Some simmers are sugesting devious strategies to overcome this hurdle, like selling power and water at lucrative rates to a neighbour you create who you never go back to play. Personally I intend to stick to iron man mode, but its going to be a long hard struggle to the metropolis of the future at this rate |
I think I´ll really love this game. (Now all I need do is buy a new computer. )
Even without having the game, I think I have a solution to many difficulties, that is not cheesy:
-Develop 3-5 connected 'Specialist Cities' at the same time. At least one of those is your 'Cash Cow'. Cash Cow gets nothing but dirty industries, power stations, high security prison, military base, toxic waste processing etc...
Cash Cow will deliver cheap energy to your other cities, AND buy expensive water from them. It will also absorb all of everybody´s waste for free, and still produce a surplus.
Free energy and waste disposal and some extra money from Cash Cow should considerably help to get 2-3 neighbouring cities on their way... try this and tell me if I am right or if I am right. 
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Grumbold
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London, UK
Mar 2000 time: 05:25
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I'm still low down on the learning curve but I don't think its that easy to build a cash cow immediately. All sims require a certain basic minimum standard of amenities in order to want to live and work somewhere. Its getting the economies of scale working in your favour that is the tough part. Whether you do this by having your dirty industry in one corner and the residential in another of the same map or split them over two maps seems incidental (although you'd get a second 100,000 to build the second city, giving you a much better initial fund.)
The residential will want police, fire, water, power, education, entertainment and amenities just the same. Your industry will settle for power, water, police, fire cover and good freight links. The downside is you'll have to start planning and paying for a comprehensive rail and bus network immediately or nobody will commute.
I've no doubt the strategy could work and there are definite advantages to keeping the dirty stuff on one map. If the simulation is robust you should still see pollution leakage to adjacent regions and the health of sims who work in smogville suffering badly even if they live in cleantown. Life would have been a lot easier for me had I created an adjacent region that was willing to buy my surplus power, for instance, since the coal plant was running at well under capacity for over thirty years. The problem becomes one of focus. I really don't want to start the game by hopping madly to and fro between several miniscule hamlets and setting up a deal to buy power for no reason goes against my gaming habits.
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Joseph
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Ca. USA
Feb 2000 time: 21:25
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quote: Originally posted by Grumbold
What sort of problems are you having Joseph? | The entire game is hard coded. You cannot make changes.
There are no option, such as easy, medium, or hard. You cannot turn off disaster.
The taxes are so little you almost cannot build Hospital. Schools, etc. The cost of a School to build is not that much, but the rent is $400.00 a month per school. A fire station is 150.00 a month, police is 150.00 and Hospital. 125 or 150 a month.
As soon as you build a power house, you are 125 a month in the hole. And it takes until you have a pop of 1,000 or so before you break even on the budget. However somewhere around a thousand, you will have to build a firehouse or your city may just burn down. Every single tile in the game has a price.
Remember small parks in SC3, they were free after building, now they cost 5.00 a month per park. So if your city had 20 parks that will cost you 5 X 20 = 100 a month for parks. Road tile in SC3 had a monthly fee overall, now a monthly fee for every tile. Bus stops now 5.00 a month. And you can put it down in the middle of a housing square and still get no riders to off set the 5.00 a month fee per bus station. If you don't put each and every building just so, the city will not grow.
In one city, I had about 7,000 pop. with three police and fire, one hospital, and two schools and was only making 20.00 a month on the budget.
BTW, the police, fire, school and hospital building that I'm talking about are sub station and not full size station that cost a lot more.
That is enough for now.
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MosesPresley
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Joseph, I encountered the same problem, but I have come up with a good strategy.
You need to start small and slow. Zone some light res, light commercial, light & medium industry. Build 2 or 3 windmills, a water tower and lay some pipes. Build a clinic and lower the funding to whatever the sims are actually using. Now wait for the population to catch up to the outflow of money. Add more residential, pipes and commercial as necessary. Eventually you will start to make money. Since your city is so small, the early losses you will take will not come close to bankrupting your city and you will have time to build. To prevent fires, enact the smoke detector ordinance.
Don't build any schools, fire stations, hospitals or police stations until you absolutely need them. They are superfluous in the beginning.
Let me know what you think.
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