Posted Mon, Mar 11, 2013 by Xerin
Each sim wakes up every morning, gets in their car or walks to a nearby bus stop, travels to fastest way to get their location to work, then goes out and shops, then returns home. It’s important to note in previous interviews, Maxis has stated that sims don’t live in a specific home, work a specific job, but they go through the moves (leave home, go to a random job they qualify for, shop at locations that meet their social status, then go to a random home that they can live in). Visiting sims coming from the highway will drive from the highway and try to path the fastest way to their destination. Things that slow them down include stop signs, red lights, and emergency personnel.
To avoid major traffic jams later on, build your traffic network smartly, avoiding unnecessary intersections. For instance, on the corners you can use a rounded road to keep traffic flowing smoothly versus letting two roads come to each other at an intersection.
The road guides automatically try to find the way to make your roads work for you. They will work to create the most density as possible with your road designs. It’s best to generally follow them, but do note there are a lot of things to keep in mind. Sims stop at red lights, so intersections can jam a city up. Circular roads are alright to use in SimCity and flow traffic around pretty well. You can make roundabouts rather easily to help with traffic (draw a cross with the straight road tool, then use the circular road tool, then delete the roads inside).
The game has a UI simplistic enough that anyone can build a city, but depth enough that you can get REALLY into building specific cities, industries, etc. The game however, makes each pursuit very costly, but rewarding, but only onto itself. For instance, education is costly; you can pay up to $20,000 an hour or more to have all of the buildings and enough upgrades to keep the classrooms from being full. The payoff is that you’ll have less pollution (less sickness), less fires, and less crimes, along with recycling (which will let you sale materials).
So to have an educated city, you might not really want to go heavy into specializing into ore/oil mining at the same time, because it’s not only counterproductive, but hard to pay for the expansion of both at the same time. Likewise, don’t try to zone industry, commercial, and residential while running a mining outfit, and trying to get tourists into your town.
You don’t need everything either – you don’t have to plunder your city’s natural resources, you don’t have to have education (it forces you to buy a recycling center to keep your city clean), you don’t have get a trade HQ and expand it, nor do you need a university. You don’t need all of the mass transit options unless you have a reason for needing it.
So basically don’t try to do everything, think of what you want your city to be and work towards it. You’ll be a happier, healthier, and saner mayor.
In previous games pollution was kind of a joke, it lowered residential demand in the areas that it was concentrated and made your sims quite angry. In SimCity sims seem content to live in polluted areas and like traditionally, they complain and land values plummet, but it also causes germs. Germs are a terrible to deal with and costly, increasing the demand of your health network. You want as little infrastructure as possible, due to how costly it is. Police, fire, and health increase land values and invite more sims in (paying for themselves) but having an excessive amount can be a fast money drain.
Pollution is easy to deal with in SimCity – industry pollutes, backed up sewage pollutes, industry pollutes, non-ecofriendly power stations pollute, and finally the garbage pollutes. Pollution decreases slowly over time, both air and ground, and trees can help filter some of the air pollution down.