The initial cost (especially in the early game) and more importantly the hourly cost of emergency services seems to highly suggest that less is more, especially when starting to build the second-tier buildings (hospital, precinct, etc.). In comparison to Sim City 4, it was quite easy to plop services frequently enough to where their coverage zone covered the entire map, but this is not so (at least for me) in this rendition. The cost of the hospital seems to suggest that one should be enough for the entire city (village), yet I still have health issues. Of course, traffic has a big influence on this, but even when my traffic isn't terrible, health issues remain (even in R & C only cities).
I've been experimenting with building an isolated road that attempts to be unattractive for all civilian traffic, and then plopping all of my services on that road. This, at the very least, allows the vehicles to initially get on the road easier vs. coming out into a traffic jam when the services are placed in a central location. However, the downside is that the services are a little further away than they otherwise would be.
Has anyone experimented with optimal emergency services placement? Certainly the goal is to maximize coverage with as few standalone buildings as possible.
The answer is in the UI really.
I have had this same problem before with my own cities and have found that plopping your services down in a centralized area that covers most of the roads (indicated by the green catchment area) is the best method.
Throughout Simcity the main problems you will face are often sorted/negated through proper road planning and the effective placement of buildings.
Your theory does indeed work if the isolated road runs through a built up area, good connections to this road will help ease traffic from the rest of your city and ensure that emergency vehicles don't get caught in heavy traffic. This gives you the best of both worlds; a nice steady (clear) road with great traffic flow and coverage of nearby areas.
Purchasing resources from other cities in the region seems to be key in the most recent SimCity. Obviously, my first city had to be self-sufficient, but then when I built my second city, I was able to just purchase the power/water/sewage treatment from my first city, and just upgrade these services in my first city as the second city expanded. However, when I tried to do this when my third city, it doesn't seem to be working. You can see from the screenshot below, that even though there seems to be power available from Monet Plateau (my first city), my third city doesn't seem to be making
traffic - in fact they're quite happy to chug along by themselves, with no transport interaction whatsoever. But what about civic buildings, like schools, libraries and hospitals? I don't assume it's any more beneficial having them further away (I think they generate a positive aura). But does having them on the other side of the map increase traffic? Will the Sims 'simulate' the long commute...I know that placing utilities (water, power plants etc) further away from the general city is not only a valid tactic - it's generally encouraged, because who wants to live next to a coal power plant
"SMOKED! — You got smoked! When you lose all your health, you will be charged a small amount of cash and revived at the hospital." I get the above message after I get revived at the hospital. How much will death cost you? Is it fixed or does it scale depending on level, money or another factor?
Let's say I have two cities with one inquisitor and one unit blocking the road between the cities. In theory, if the two cities are far apart enough, the AI great prophet shouldn't be able to convert either city because it has to leave the road at some point and that's when I move my inquisitor from one city to the other. However, the AI doesn't seem to realize this and the great prophet never... until endgame. I know that the great prophet will leave if I have an inquisitor in every city but I think that seems a little excessive. Also, in general, the great prophet seems to know which of my
One of my nuclear power plants recently had a meltdown, and now the entire area is covered in radiation. No buildings are able to flourish there; they all become abandoned due to radiation. I've waited a pretty long time, and it doesn't seem as if the effects of the radiation are dying down at all? Is there anything I can do to get rid of the radiation? Does it dissipate naturally and I just have waited long enough? Will certain buildings do okay in radioactive areas?
A small section of my city in the corner has been affected by radiation. All the buildings (including shops and houses) now show signs of radioactivity. When I bulldoze them, the radiation disappears, but when the buildings are rebuilt, they are still affected. I have an Oil Factory right smack in the middle from where the radioactivity is coming from. But even when I bulldoze the Oil factory, the radiation is still there. How do I get rid the radioactivity?
I have some high/medium density low wealth ($) residents in a corner of my city complaining that there are no shopping around here. They have money, brought home when workers come home from 6am/6pm shifts, at which point the buildings fill up with residents. The residents are supposed to come out of the building as shoppers, shop, and bring home happiness. Instead, the residents just stay.... Each shop has about 512 unsold low wealth merchandise and they are complaining there are no shoppers. There is very little traffic on the street. Residents are not "stuck" inside the building
I'm trying to adapt Aegius's common housing block to the Poseidon expansion since it seems to be the most compact and dense block. However, I noticed that he put in all the original Zeus culture buildings, which I suspect is not required. What is the minimum science required to allow my common housing to upgrade to town homes? Which set (university/observatory or inventor's workshop/laboratory) is more cost/space effective? Which science building can I place at the top of the block next to the storage? Is there a better (more compact) housing block to use for Poseidon than that one?
I was under the impression that visitors comprise workers and shoppers from neighbouring cities but tourists spawn out of thin air because in my tourist city, I have ~30000 tourists but barely 300 visitors. But when I started a new city in an isolated area with no neighbours by road, I had no shoppers or workers from neighbouring cities (because there are none). About ~1800 tourists came through my train station, at the same time, I also had about ~1800 visitors. So the second scenario contradicts my previous belief. Has anyone figured this out?