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ZargonX
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Space
Sep 2002 time: 00:25
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I think there is a also a point at which you need to sit back and just let your city coast for a while. I got up around 25,000 pop, making about $1000 a month, and felt I was in pretty good shape. Foolishly, though, I tried to make my city better immediately, and blew my money on new neighborhoods, schools, hospitals, etc. Suddenly my $1000 went down to $200, and new demands were cropping up.
In retrospect, I think that once you reach a stable point with a high income, you should just let the game run for a good stretch and build up your treasury before trying to expand. Anyone else tried this?
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vovan
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I only have done this once... I resolve to do this every time I get a sizeable income, but never have any patience and try to squeeze every simoleon out of that budget surplus. That results in a sudden jump in the population, and when I happily sit back and see that there is still +100 a month left, the people start rushing in, use up all the electricity, and water supplies, flood schools and hospitals, and wreck havoc on the streets. Thus, I see he advisors pulling their hair out, and the doctors and teachers demonstrating on the streets instead of working. Sure enough, I raise their pay, import more electricty and build that water pump. But at the next glance at the budget, I go 
Yeah, that's what rushing will do for you. 
But yeah, I was able to sit back and watch the stuff once. I was building up a neighborhood, and noticed that there was tremendous demand for high-tech industries, and high-wealth commerce (the sims in the neighboring city were complaining that their heads were swelling due to the overabundance of brains ). So, I switched away from the budget tab, and built up a nice big block of high-tech, and dense commerce. As I'd never seen either of those before, I was pretty pre-occupied watching the new buildings crop up for several years apparently. (Time flies on maximimum zoom-in. ) When I switched back to the budget tab, I saw a nice profit of 2.5K a month, and 121K in reserve. Then as I looked over the rest of the city it was in pretty good shape, too. The absense of the mayor did not hurt it any. 
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Adagio

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Does anyone know why I can't make deals with my neighbour anymore? In my present region, I have two cities: City #1 is the residental/commercial city while city #2 is the industry city... until now, I have had a good deal with city #2, where city #1 sells water... lots of water, but suddenly the deal is off, and I'm not able to make it again, because of this, both my cities are in trouble: None of the cities has any cash, because of the lost deal, city #1 is now running towards red, while city #2 has no water (and without water, the industry is killed)
I have checked everything, the water-connections are still ok (and I have a garbage deal running), and city #1 has now very much water... unused water, while city #2 doesn't have a single drop of water...
Does anyone know what could be wrong here?
I have tried to run my city #1 for many months by now, but still no chance to make the deal 
Last edited by Adagio on 30-01-2003 at 22:21
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yin26
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This space reserved for Darkstar.
Apr 1999 time: 14:25
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[...found this answer on the BBS...]
There seems to be an enormous amount of people who have trouble initiating Neighbour Deals, so here's the requirements, plain and simple...
1. There must be appropriate Neighbour Connections (Power Lines for power, Water Pipes for water, Roads or Highways for garbage), these connections must be linked within BOTH cities.
2. The selling party must have a surplus of the resource greater than the minimum deal amount of 1,000 units. ***!!!
3. The buying party must have enough money in the treasury at the deal's inception to cover ONE YEAR, not Month, YEAR, of the deal. It also appears that negative monthly income (no matter the amount) also negates the initiation of a new deal. I'm not sure on this one, however.
4. The buying party must have less of the resource than his projected need (120 percent of current usage).
**!!! - minimum deal amount of 1,000 units
This is a frequently forgotten/unknown requirement. The buying city must be in NEED of at least 1,000 MWh/month of extra power - 1,000 cu m/month of extra water - or 10 tons of garbage disposal. So for power and water deals, you're not gonna get 'em with a little town of 100 people, the city needs to be short at least 1,000 units or 120% of what it's currently producing on it's own.
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Traianvs
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Belgium, land of plenty (corruption)
Jan 2000 time: 06:25
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Hmm I am trying to build a this double town...
1 area with commercial/housing
1 area with heavy industry
(I all zoned it to $50 a tile, had plenty of money anyway, one hundred mill/area)
Thing I was hoping to have those cities function simultaneously, so my housing increases, and so more factories in the heavy industrial zone..
Now apprently they don't evolve at the same time, I have to leave the region and go to another area allt he time... now my question is, how the hell am I supposed to make a good economy then, if I have to switch over every time to get some new factories when my population becomes unemployed, and when I need some more workers for my factories!!!!!!
I just think it isn't practical, also, because one zone only has industry tax, and the other one only has pop tax (the commercial tax is negligable, lol, i have some medium shops but mainly small ****, so there goes my expensive zoning ) I can't make any decent money, also my population doesn't seem to ever use the train to work! so no revenues there, and another thing, i thought goods from factories have to be carried to the commercial district to be able to sell them.. or how the hell do you export goods then? in any case, my train isn't used for transport of goods either!!!)
anyhow I am now in a position I can't do nothing, my house city only makes 100 a month, and the industry loses 500 a month (i do have a shitload of cash left there though), but nothing in my house city actually grows, in other words: I don't get the point of the game... why does one half become stone mansions, and the others stay meager bungalows and they have the same education and stuff!
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vovan
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Well, here we go:
quote:
The crash with MySim is related to the bonus CD. If you have installed the bonus CD and have moved a MySim into your city, crashes are likely. We will have a patch available soon that fixes this issue. Deleting the file called Plugin_007_AirForceBase.dat from the Plugins directory found in Program Files\Maxis\SimCity 4\Plugins is a quick way to avoid the crash.
http://simcity.ea.com/help/faq.php
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You have to completely cross both highways over each other in order to make the cloverleaf intersection available
If you already have one long stretch of highway in place, simply drag another stretch across the first stretch (Make sure both stretches are long enough). When dragging the second stretch across the first stretch, you should see a blue line form along with the yellow, if you don't, make the first stretch of highway longer. If there is a blue line when you release the mouse button, the game will ask you if you'd like to build a cloverleaf exchange there or click cancel to just build an overpass.
Concerning the higher indsutry levels - no, level I2 does not require education. It is dirty industry, and as someone here said, dirty, and smelly sims work there.
There is also some level of Manufacturing industry - which you might be referring to. I am not sure, but I think it does require some education. I mean, it requires education, but I am not sure how much. 
I3, on the other hand, also known as High-Tech, requires plenty of education. you will not only need elementary schools, but also high schools and possibly a library.
As for transportation, I never counted the number of squares, but seven seems about right, I guess, in a dense residential area.
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cinch
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Edmonton, Alberta, Canada
Jul 2002 time: 22:25
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Balancing my budget is definitely a challenge, but on my third try I was able to crack it.
I make about 400 a month, only, and my population fluctuates from 5000-7000.
My main problem is that I basically only have high demand for Agricultural tiles. Everything else is negative or neutral. So I kept building farms, and now my entire city map is almost filled with farms (and a good, but disproportionate, amount of res and med ind)... It stagnates my economy, but all the RCI meter wants is more, more, MORE farms!
Feh. I did get some High Tech Indy going for a while, though, and I didn't need any education for it.
OH, also, I get large unemployment spells quite often, but they still never develop the medium industry tiles fully... They still just want farms, which (usually) only employ a small number of people!
It's challenging for sure, but I like it.
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Comrade Tassadar
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700 MHz
128 MB Ram
Intel Integrated Graphics
Should I sell SC4?
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