View Full Version : Business Conference
Norm35
08-22-2009, 04:39 PM
In exploring the Business Conference Action Button on the Hi Rise Hotel, I ran across this statement, "Targeted Travel building spawns only Executives for its next spawn. The action can only target a travel building which normally has a chance to produce Executives."
I have only the vaguest idea of what this statement says.
Can someone give me a clear explanation of what they are trying to say?
MidrealmDM70
08-22-2009, 08:25 PM
In exploring the Business Conference Action Button on the Hi Rise Hotel, I ran across this statement, "Targeted Travel building spawns only Executives for its next spawn. The action can only target a travel building which normally has a chance to produce Executives."
I have only the vaguest idea of what this statement says.
Can someone give me a clear explanation of what they are trying to say?
Targeted = a building you select
Travel Building = A building that spawns travellers (the Special Sims that arrive through taxi, plane, etc)
Executives = A type of traveller
"can only target a travel building which normally has a chance to produce Executives" = not all travel buildings produce executives (I believe taxi and bus stop do not), so when using this building action you can't pick one that doesn't have a chance to produce Executives.
You would pick this action and then click on a building that can produce travellers (the airport for example). If that location normally has a chance to produce Executive travellers, then the next time the airport spawns travellers they will be Executives. If the airport spawns 4 travellers - they will all be executives.
Hope that is clear
Norm35
08-22-2009, 09:39 PM
Thanks a lot.
I was way out in left field. I understand now.
Tinkerbell
08-29-2009, 05:58 PM
reported
LOL
...you get a bit carried away with your spam posts?...
rizzla
09-04-2009, 02:53 AM
It begs the question: Has anybody looked into the different traveller types? I guess gourmands and executives have more cash to spend. Maybe they also stay longer? A gourmand obviously will want to visit a lot of restaurants, but what are executives known for? They probably love the golf course and country club.
CatMajik
09-04-2009, 07:06 AM
It begs the question: Has anybody looked into the different traveller types? I guess gourmands and executives have more cash to spend. Maybe they also stay longer? A gourmand obviously will want to visit a lot of restaurants, but what are executives known for? They probably love the golf course and country club.
I can't seem to figure out what execs like either, they sometimes play golf, go to the driving range or the VIP Club, but what else brings them in?
Azeem
09-04-2009, 07:59 AM
It begs the question: Has anybody looked into the different traveller types? I guess gourmands and executives have more cash to spend. Maybe they also stay longer? A gourmand obviously will want to visit a lot of restaurants, but what are executives known for? They probably love the golf course and country club.
Higher-end tourists stay in your city longer and they have bigger cash reserves. Lower-end tourists stay for a short time and have less cash to spend. Executives stay around the longest.
MidrealmDM70
09-04-2009, 08:43 AM
I can't seem to figure out what execs like either, they sometimes play golf, go to the driving range or the VIP Club, but what else brings them in?
Click on the Executives and see what they are looking for -
Green color means they are finding it, while Red means they can't. Note you can have alot of the proper type, but if they have trouble getting to it, it is just as bad as not having any.
If alot of your unsatisfied execs are upset about the same thing, then that is where you need to concentrate your efforts. (either adding more or making them easier to get to)
Don't foget that some transport buildings that spawn travellers can be used by them to move around as well (enting cabs, hiring hellicopters, etc.)
If you plaec an airport, its a good idea to have a taxi stand or something nearby, so they can immedaitely get out and about.
Norm35
09-04-2009, 11:48 AM
Click on the Executives and see what they are looking for -
Green color means they are finding it, while Red means they can't. Note you can have alot of the proper type, but if they have trouble getting to it, it is just as bad as not having any.
If alot of you unsatisfied execs are upset about the same thing, then that is where you need to concentrate your efforts.
Don't foget that some transport buildings that spawn travellers can be used by them to move around as well (enting cabs, hiring hellicopters, etc.)
If you plaec an airport, its a good idea to have a taxi stand or something nearby, so they can immedaitely get out and about.
This is a good lead-in to a related topic, how to respond to complaints by the special interest groups in the Traveler section of the city report.
I have had contradictory messages come from the same source within minutes of each other. One compliments and the next criticizes.
In the critical messages, I am usually warned that dire consequences will follow but no suggestions are made for how I might improve the situation.
To do anything about it, I need to know something about the preferences of that special interest group. What a child wants is quite different from what an executive wants or what a burn-out wants or what a pilgrim wants.
How do I satisfy a gourmand when all I have to work with are the resources provided by the game? What do you offer that is not on the menu?
CatMajik
09-04-2009, 12:14 PM
I do try to place transportation around the tourist portion of the city (heliports, taxies). But it seems not matter how many of the say......different entertainment venues, resturants, etc I place some gormand or exec is not totally happy. Kids are a real pain in the butt, they seem to never be really happy no matter how many venues they get. I do use the feature that only allows tourists.
I try to keep the subways and busses in the local sims part of the town and leave a gap of real estate between the locals and the tourist area. It seems to keep most of the sims on their home turf and not too many tourists wander that way.
Azeem
09-04-2009, 12:24 PM
Pilgrims like Worship venues.
Child sims like Child-safe venues.
Gourmands like Dining venues.
Burn-outs like Leisure venues. [Burn-outs are kind of a mixed package; you can get a lot of them with the cheaper Taxi Stands, they're easy to please, but they don't give you much returns economically.]
One important thing to note is that if the venue doesn't have the ticket icon on its building info card, then travellers won't visit it. Travellers only visit venues with ticket icons.
CatMajik
09-04-2009, 01:37 PM
Pilgrims like Worship venues.
One important thing to note is that if the venue doesn't have the ticket icon on its building info card, then travellers won't visit it. Travellers only visit venues with ticket icons.
Ooooh, I did not know that. Thank you :D
MidrealmDM70
09-04-2009, 01:50 PM
Pilgrims like Worship venues.
Child sims like Child-safe venues.
Gourmands like Dining venues.
Burn-outs like Leisure venues.
One important thing to note is that if the venue doesn't have the ticket icon on its building info card, then travellers won't visit it. Travellers only visit venues with ticket icons.
I've seen them visit ones without the ticket, A gourmand stopped of for a while at a Gazebo (which is liesure type, but has no cost). but I don't know if they get any benefit from it, I certainly didn't get any income from it.
EDIT: I watched a Venue very carefully - it was a worship venue with no ticket cost, a pilgrim traveller entered, and then after a few hours exited with an improved satisfaction for worship. So I would say that ANY venue of the proper type can satisfy your traveller, but only those with ticket prices generate income. A mix of both keeps travellers happy and boost your city's star rating as a 'good value'
But then again burn-outs and certain others have less money to spend, so maybe putting in a few 'free' location (Like Gazebo) is a way to keep them happy.
Your city rating depends in part on 'value for the money' which I interpret to be something like: Total_Liesure_Satisfaction / Total_Liesure_Cost (or dining satisfaction, etc)
So if you have 5 venues providing 5 liesure satisfaction each at 20$ each
You number might be 25 / 100$ or a liesure satisfaction value of $0.25
If you remove one and add in a liesure venue that offers only 3 satisfaction but doesn't charge anything you have 23 / 80$ or liesure satisfaction value of 0.28$.
Edit: I found a mention somewhere that the 'value' of your city is related to [B]satisfied travelers leaving with money left over. So much for my theory.
When trying to please travelers remember the highest happiness/satisfaction is not always the best choice, it may raise their satisfaction, but more expensive ones may increase the chance they run out of money.
I recently had a city where travellers were forced to leave early because they kept running out of money.
But putting in only low end places with 0 cost isn't the answer either, because it just wont boost their satisfaction enough. It may be a great value for the money, but just not satisfying enough.
A restaurant could offers a free sandwich, but it turns out to be just a finger sandwich - limit one per customer.
It was free (great value) - but I'm still hungry (not satisfied)
Another restaurant could offer a wonderful meal. But charge 100$ per plate.
The food was excelent (satisfying) - but the 100$ price was high (poor value)
abana
09-06-2009, 08:57 PM
reported
Norm35
09-08-2009, 08:46 AM
Targeted = a building you select
Travel Building = A building that spawns travellers (the Special Sims that arrive through taxi, plane, etc)
Executives = A type of traveller
"can only target a travel building which normally has a chance to produce Executives" = not all travel buildings produce executives (I believe taxi and bus stop do not), so when using this building action you can't pick one that doesn't have a chance to produce Executives.
You would pick this action and then click on a building that can produce travellers (the airport for example). If that location normally has a chance to produce Executive travellers, then the next time the airport spawns travellers they will be Executives. If the airport spawns 4 travellers - they will all be executives.
Hope that is clear
Is there any way to examine a building on the menu or its card in order to determine what kind of traveler it can spawn?
Is this where the probability percentages come into play? Can you do anything to raise the probability of spawning a specific type?
MidrealmDM70
09-08-2009, 11:26 AM
Is there any way to examine a building on the menu or its card in order to determine what kind of traveler it can spawn?
Is this where the probability percentages come into play? Can you do anything to raise the probability of spawning a specific type?
Yes - in the menu or on the card for any building that spawns a sim should have an icon in the lower right corner. Place your mouse over this icon and your tool tip should pop up and show you the chances of spawning the Sims in question.
For 'normal' Special Sims the only thing that affects their chances are other buildings, which can raise or lower the likelyhood of certain sims appearing (such as increasing probability that cirminal sims will be vigilantes)
For 'Traveler' Special Sims -the above still holds true, but they are also affected by other satisfied travelers. The more of a certain type that leave satisfied, the more likely that type of traveller is to return to your city.
rizzla
09-09-2009, 07:53 AM
Actually, a number of the venues added with the Destinations expansion can increase the chance for a certain type of traveller to appear. Beaches, for example, will attract more spring breakers, cloisters will attract more pilgrims. The icon to watch out for is the suitcase.
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