![]() ![]() If each city is connected to each of its neighbors near that corner, residents in that part of a city (City A) may find that the edge of the city is closer than any job within the city. The easiest visualization of this is to imagine four cities sharing a common corner. This issue was brought to my attention by 419, who warned me of the possibility of my sims going from region to region, in a circular loop, becoming "eternal commuters, just going from region-to-region, forever.Įternal Commuters is a situation caused by sims thinking that the nearest job is always in a neighboring city, and consequently getting trapped in an endless loop. As you can see, even SC4+NAM can be quite pretty.Ībout 1k sims from Urona Sigma are living the traditional middle-class American dream, commuting to work from their leafy suburban homes to the city. Points of interest include city hall and a mayor's statue. The railroad sends 9k sims into Hangar Bay, drawn predominantly from the west side of the city. The highway sends 11k sims into Urona Sigma, drawn predominantly from the east side of the city. Let's take a look at the economic effects. Also shown here is the health overlay, with the coverage radius of the hospitals, which provide complete coverage for the residential zones. ![]() Our starter city of Mar Sara has really grown due to the economic benefit of two neighbors. This gives us a good look at all three types of pollution - powerplants/incinerators, industry, and traffic.Īll the power in the region is coming from this single hydrogen power plant. Finally, we see a stripe of traffic from the road leading to Urona Sigma. The manufacturing zone generates quite a bit of pollution, while the high-tech region has some pollution, mostly from traffic. They take care of the entire trash output of the entire region. As you can see, there is a large plume from the two incinerators. We've developed Hangar Bay a little more, creating two distinct zones, a polluting manufacturing zone to the west, and a high-tech zone to the east. Now we are going to develop each of these zones a little more, bouncing back-and-forth between these zones, just developing each, and touching on a few topics related to multi-region play. We added Urona Sigma as a suburb for Mar Sara. This is a continuation of Part 1, part 2, and part 3. ![]()
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