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Sava
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GO GO GO!
Mar 2001 time: 23:25
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Basically, the best way is to cut all funding for buses and ambulances. This feature is grossly overrated and certainly not worth the cost. You might say to yourself, "But don't more schools cost more?". The great Sava says... "NO". They actually do not because you can control the local funding directly so that you effectively only pay for the education that you need to give your people.
It might be annoying to pay attention to more schools and to clutter so many in a smaller area, but in the end, it's worth it. I've done extensive experimentation with this, and I've found that 1 school with full bus funding effectively equals about 3 schools with 0 bus funding.
If your city gets to be a reasonable size, perhaps 20k, you might have about 10 elementry schools. Counting only the bus funding, you are paying 2,000 dollars a month in just bussing your students. With 30 schools, you pay 0 a month in bus costs. And even though there are more schools, you do not pay more per month in educating your sims because you control the local funding. Regardless of the number of schools, residential areas only put out a certain number of students.
The other upside to doing this is that you can cluster your residential areas in tight spots and control the flow of traffic and the distribution of zones much more effectively in your city. And also, if your schools or health care facilities strike, only a small area is affected while you increase the funding to meet demand.
Doing this is also better for when you start building up your city after you've filled it with low-density zones. If you have bus funding set to full, and you rezone your low density residential to high density, your schools will get maxed out easily and you will have to demolish existing structures and overlap them. So not only are you wasting money on bussing, your schools are overlapped and closer together anyways!
The bigger your city gets, the more money you save because of this trick. And the best part is, you can start doing this at the beginning of your city building... you don't have to wait for a budget surplus before adding these amenities to your sims lives.
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vovan
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Well, that might work, I haven't tried that kind of strategy yet. But a couple of points: this is a good strategy for dense cities especially because an elementary school in the center of a high-density residential block and full funding might not have enough space for all the students even at 50% bus funding. So, it is better to put the schools closer together.
One thing however, how large a city have you tested this with? I mean, you are saying that for 20k people, one would normally have 10 elementary schools? ! I have a 45K city (my biggest so far), and it has three elementary schools, one high school, and one library, and the education overlay shows green blocks all around. I have no idea what you would do with ten schools, not to speak of thirty in such a city.
Last edited by vovan on 12-02-2003 at 20:25
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Kc7mxo
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Kansas City, Kansas
Jan 1970 time: 21:25
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I think my 45k city has 4 elemntaries, 4 high schools, 4 hospitals, and 4 libraries. Each is centred with very little overlap in the primary residential zones.
As to taking advantage of your neighbors, It is completly cost effective to sell water. If you're selling the entire output of a well, you're bringing in around 900 bucks, with a maintenence cost of only 350. Its a better deal than burning your neighbors garbage by far. My biggest city spends 4 grand a month to sending its garbage out of town, but I make most of it back by selling water at extorionist prices. . . .
If you're having trouble making money, don't build services in all your town. Poor parts of town can be left to suffer, while you make a killing on their taxes. . . .
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vovan
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Double post...
Last edited by vovan on 12-02-2003 at 20:26
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vovan
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Well, I have a city that is basically industrial - has mostly dirty industry zoning, and garbage burning plants. And the workers are coming from neighboring cities by commute. Well, that city makes tons of money: it imports garbage from all the four neighbors - making over 8k monthly just on that - burns it, and sells them back the electricity - making an additional profit. So, it's a win-win deal. And besides, the neighbors stay clean and happy that way, since they don't have dirty industries, or manufacturing - only non-polluting high-tech - they don't have any smelly garbage, and they don't have any power plants. Great deal. And to make some money back, they are selling to the industrial giant the waterm because it cannot produce its own due to pollution. (Who would have thought that industries need clean water? )
Last edited by vovan on 12-02-2003 at 20:27
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Sava
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GO GO GO!
Mar 2001 time: 23:25
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I import water and power in the beginning and it usually doesn't cost more than 60 bucks a month for 2000 units of water. Plus, without water, all of your buildings don't work as well and your land values stay low. Water is worth the expense. As your city gets bigger, build some water towers as they become more cost-effective than importing.
In this pic, I have full water, I export about 60 units of garbage a month, import 2000Mw of power, and I have full police, fire, education, and health coverage; plus a museum, library and city college. There are about 7k people, and I have about a $1,200 budget surplus. I'm telling you people, the key is setting the ambulance and bus funding to zero and managing your local fundings!
Look at how the residentials are circled around the schools and health care facilities. This is perfect for getting good commercial and industrial development because all the traffic goes to the intersections where the commercials flourish. On the right side (I'm not sure you can see it) I am starting a rail line. Rail lines are extremely effective if put between R and everything else. Having an efficient mass transit system is another tool for making money when your city gets large enough.
Attachment: educationlayout.gif
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