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Author Topic: Cities: Slaves to Armok Succession Game! Players wanted!  (Read 13388 times)

Karlito

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #60 on: April 24, 2015, 12:56:09 am »

Traditional industry has been suffering for a while because of labor shortages: everyone is too educated. Aiming to do my turn tomorrow evening.
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Puzzlemaker

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #61 on: April 24, 2015, 06:53:34 am »

What are you going to do next?  Elf?

Also, you could probably have extended that highway you added to meetup with the highway roundabout next to elitist island.
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Rose

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #62 on: April 24, 2015, 06:58:40 am »

When I was playing, the biggest problem plaguing industry was the fact that the goods couldn't move where they were needed, because of the traffic.
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Puzzlemaker

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #63 on: April 24, 2015, 07:12:53 am »

I think it's a combination of both, in this case.  If we make sure there is some unemployment over-educated people will take the factory jobs.  Just make sure there is always demand for industry.
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

PTTG??

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #64 on: April 24, 2015, 11:21:20 am »

When I was playing, the biggest problem plaguing industry was the fact that the goods couldn't move where they were needed, because of the traffic.

Yeah, that was a major problem. Even after I cleared up the major traffic jam at the south-central train station, there were buildings all over town in need of raw resources and goods. And the trains were backed up all the way out of the map. I tried to isolate the local and regional rail, but I only got to the south side. And I still needed to rebuild it three times in order to get traffic to flow.

What are you going to do next?  Elf?

Also, you could probably have extended that highway you added to meetup with the highway roundabout next to elitist island.

Krebus!
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Sensei

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #65 on: April 24, 2015, 05:06:04 pm »

When I was playing, the biggest problem plaguing industry was the fact that the goods couldn't move where they were needed, because of the traffic.

Yeah, that was a major problem. Even after I cleared up the major traffic jam at the south-central train station, there were buildings all over town in need of raw resources and goods. And the trains were backed up all the way out of the map. I tried to isolate the local and regional rail, but I only got to the south side. And I still needed to rebuild it three times in order to get traffic to flow.

What are you going to do next?  Elf?

Also, you could probably have extended that highway you added to meetup with the highway roundabout next to elitist island.

Krebus!

Curiously, it looked to me like OUTBOUND trains were jammed, outside of the city limits going east. I don't know what on earth could cause that or how to fix it, it seems like a bug.
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Karlito

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #66 on: April 24, 2015, 05:30:12 pm »

Well, I'm starting my play-through now, so I'll be sure to take a look at the train problem.

I've noticed that someone used a mod to expand the City size out to 11 squares. This doesn't bother me too much, though the city is starting to approach the limit of what my computer can run easily.
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Puzzlemaker

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #67 on: April 24, 2015, 05:43:33 pm »

Ah, must have been PTTG, the dirty mod user he is.

Also, I ran into that train problem before.  Delete the track at the edge of the map, wait ten seconds, and rebuild it.  Should fix it.  I don't know what causes it, someone should probably make a bug report.  Unless it's caused by PTTG's modding.
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Karlito

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #68 on: April 24, 2015, 08:10:14 pm »

AUGH!

So, I use a PS/2 keyboard for some reason, and 1 year into my play-through, I accidentally hit the Power key instead of F12. This caused Cities to instantly quit and lose all my progress (though I did manage to abort the shutdown). I had made a number of substantial fixes to the transportation network, and also some "fixes", but things were on the whole looking up.

Anyway, I don't really feel like trying to redo all my work just now, so I've offered to swap places with Sensei. I dunno if anyway wants to see the alternate universe screenshots I took.
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Puzzlemaker

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #69 on: April 24, 2015, 09:32:36 pm »

AUGH!

So, I use a PS/2 keyboard for some reason, and 1 year into my play-through, I accidentally hit the Power key instead of F12. This caused Cities to instantly quit and lose all my progress (though I did manage to abort the shutdown). I had made a number of substantial fixes to the transportation network, and also some "fixes", but things were on the whole looking up.

Anyway, I don't really feel like trying to redo all my work just now, so I've offered to swap places with Sensei. I dunno if anyway wants to see the alternate universe screenshots I took.

Aww that really sucks.  Sorry.
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

PTTG??

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #70 on: April 25, 2015, 08:49:36 pm »

A friend of mine had a laptop that would start a windows XP virtual machine if you touch the wrong button on the case... and that would overwrite essential findows files...

As far as tile mods, wasn't me.
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Rose

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #71 on: April 25, 2015, 10:15:23 pm »

That would be me. I didn't even remember I had them till halfway through my save.
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Puzzlemaker

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #72 on: April 26, 2015, 05:38:47 pm »

So what's the status on this?  Is Sensei going to do the next turn?
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Sensei

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #73 on: April 26, 2015, 05:58:42 pm »

Sorry, I've been distracted! I'm getting started on my turn.
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Sensei

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Re: Cities: Slaves to Armok Succession Game! Players wanted!
« Reply #74 on: April 26, 2015, 10:38:22 pm »

Well, the city rolls around to me again. At least this time I get the whole city, and not just the surviving half of the city.
Spoiler (click to show/hide)
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The most immediate problem is that about half of the commercial buildings aren't getting goods. I guess they're calling as many import vehicles as they can because I don't see a traffic jam. I figure we're going to need more generic industrial area, because the mines are clogged with overeducated workers. As an added bonus, expansion will be a little difficult. Someone decided the city should be wonky shaped.

So, I need to get some uneducated workers producing goods. It also happens that in order to build a Medical Center, I'll need to unlock the Court House- that requires a crime rate over 50%. Oh, and I have a fusion power plant, just waiting to be built, but I've heard the citizens are concerned about radiation. These factors all lead to the same solution:
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Yes: Dense industrial, tax relief and pets! All for the minor inconvenience of living in an area with extreme ground pollution. With any luck, this will produce enough goods without my having to relax fire safety standards in the forge district as well.

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Despite offering radiation-shielded apartments, we aren't finding many takers for housing, but at least the industry is filling in, and using the ore products from the mines.

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After several citizens getting run over while trying to jaywalk the six-lane road between the airport and the subway, I've decided to add a footpath.

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I've added a few services to our larger office areas, and half the buildings are upgrading already.

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WHAT? THIS WILL NOT STAND.

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MUCH BETTER.

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I'm so glad our city has its very own roller coaster.

Whether it's because of the poor performance in commercial areas, or the lack of adequately educated jobs, population seems to have hit a ceiling. That means nobody's moving into the radioactive slums to cause crimes. Time for some more direct measures.
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I've illegalized weed, just so we can arrest people for it and say we have enough crime to build a courthouse. I also shut down every single police station.

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The train is super busy! Just look at this line. Also, our census information tells us that the city is about 50% redheads, 30% black-haired people with earpieces, and 10% bald men with red bowties.

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For their convenience, I've added a walkway across the station the only way I know how: Inefficiently. Also, I upped the train funds by 25%, because all of the passenger trains were chock full.

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Yes... all part of the plan. I'm tempted to go hold up some stores myself, while the police are shut down! People across the city are complaining about a mere crime rate of 20%. They haven't got the mettle it takes to earn a courthouse!

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Traffic in the Ultimate Traffic Circle, or whatever, is getting so-so as cars wait to enter the innermost circle or wait to proceed near exits, sometimes apparently without need. I don't have a solution, I just thought I'd document it.

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Traffic is also bad on this freeway entrance, where entering cars cut off cars already in the fast lane. Altering it to an on-ramp stopped that problem, but cars stopped and waited to turn in the fast lane just one road section down so I changed it back. Really odd traffic behavior.

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There's also this jam, near the forge district. It looks like these vehicles are all jammed up going from the cargo train terminal to commercial buildings, which is part of our goods shortage.

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There is a truly never-ending stream of vehicles going in and out of that one freight train station.

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I never tire of screenshots like this.

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What ends up being effective in the space is this, er, shape. On Thursdays we hold chariot races.

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This, uh, I'll have to revisit later. There's a truly nonstop torrent of vehicles exiting the harbor now.

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If one train station isn't enough, two must do the job, right? The rest of the roads here might look needlessly complex, but the idea is to give direct arteries to bypass as many intersections in the area as possible. It might be a while before everyone starts pathing to the new stations, though.

Spoiler (click to show/hide)
The harbor is a little off, if you look up close.

In other news, crime rates are stuck at 22%. Everyone's complaining about high crime, and buildings are being abandoned, but we haven't reached our quota. Time to shut off some elementary schools!
Spoiler (click to show/hide)

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Great! Now that I've gone to the trouble of building a second train station, people aren't using it.

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This neighborhood in need of property value has become home to the Servicing Services Center.

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It may be time to undergo the task of separating the passenger and freight train lines...

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High upon a distant hill, the city's mountain sages: The Grand Library. With it I've unlocked the Hadron Collider, which educates the entire city, but I'm not going to build it yet because I'm trying to create a city of criminals here.

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Well, this is going to call for drastic measures: I'm going to cause unemployment by shutting down the docks, freight stations, and forbidding heavy traffic in the forges. Sorry, Karlito. Just kidding, I'm remorseless. It's ironic that I started this session renewing the forge district, and now I'm destroying it again.

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My next measure: Blanket 23% taxes. And a smoking ban.

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Ahhh, tax complaints.

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The darn do-gooders aren't committing any more crimes! And I may have dropped the population to 30,000. Well, it looks like my experiment was a failure. The best I can do now is turn all the structures back on for Karlito to use next year. Hopefully I can have the city in some sort of array again before my turn ends...

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I'm plonking the Hadron Collider down next to the airport, since it's a noisy building that doesn't add land value. We have enough money in the coffers to move it if somebody wants.

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Miraculously, with the influx of new residents, a bunch of residential buildings are upgrading to maximum level.

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We also have top-level offices appearing. Something about shutting all the services and turning them on again does wonders for leveling up buildings. I wonder if they "forgot" that they already received the benefits of those same services in order to level up last time?

Spoiler (click to show/hide)
Aside from the ones that are still abandoned (I'm not knocking them down, so they can be re-inhabited) or suffering a shortage of workers, it seems like every building in the city has suddenly increased to maximum level.

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SOMEHOW, my deliberate attempts to ruin the city have at once failed to ruin the city in the particular way I wanted it ruined, caused most of the population to flee, and then caused every stagnant district to level up drastically. We still only have about 70,000 citizens and the weekly budget is in the red, but we're recovering rapidly. I'm going to call it a victory.

Still, I didn't get my 50% crime rate! I looked around online, and aside from strategies that involve messing with your city extremely early on to unlock the courthouse, most people (including the developers) claim that you just have to decrease happiness (usually by shutting down services) and there will be crime. Of course, I way overdid it with my tax rate and caused everyone to flee the city like Godzilla was knocking on the door for tax payments. Am I supposed to walk some fine line where citizens are unhappy enough to commit crimes, but not unhappy enough to move out of the city?

THE SAVE
« Last Edit: April 27, 2015, 02:15:43 am by Sensei »
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