"MidrealmDM70" wrote:Very nice - I like what you have done.
I suppose a grid of similar layouts would work for larger scale, but as the city gets alrger and trave times get bigger I think it would encounter problems.
But then again I am constantly surprised by different users innovative cities.
Keep us informed!
Thanks Azeem & Midrealm!
This is actually my third city I'm building in basic mode (normal diff). The idea to build a city without intersection and public-transport was inspired by the thread The double roadway solution.
All my previous city suffered from a high maintenance cost as all the public transport buildings has a high upkeep, requires electricity (which add more maintenance cost) and they take up space which could be used for other buildings or decorations.
At best i was getting a income/maintenance ratio of 3:1. Which makes city expansion really slow, as i need to keep sufficient cash in the city treasury to last through the weekends.
Ether city update
A larger layout next to the old one (consider it as an expansion). Same concept (no intersections, no public transport). This time i used mainly private homes.
With this grid size. Sims starts to leave their houses around 5-6AM and most of the Sims has arrived at their work around 7AM-9AM. Using generally low density residents seem to cause the traffic to flow much more smoother.
Income ~160k, maintenance 16k. Still well above the 4:1 ratio i'm aiming for!
PS: The group of tree houses + monastery + Ivory tower with a Pagoda was not planned to be there. A random game event happened which caused refugees to pour into my city and at that time my 'expansion' was already build. To prevent the refugees to be unhappy or going rogue, i just dropped some housing there.
........ in the morning ....... ... and in the evening
The traffic might be running smooth, but the Sims are all arriving at such a short interval that they form a clusterf*ck at the entrances of high-density workplaces!