Sims that cant visit a Venue yesterday.. eplodes?

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traxer
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Joined: Fri Nov 30, 2007 2:17 pm

Sims that cant visit a Venue yesterday.. eplodes?

Postby traxer » Fri Nov 30, 2007 2:26 pm

Everytime in a city with like+1000 workers. I get sims that cant visit venues explode. The hell what i try, making more venues, different ones shop, malls, stadiums ... subways, no matter what i try i get sims that cant visit them.
Why?

SlightlyMadman
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Joined: Thu Nov 29, 2007 9:22 pm

Postby SlightlyMadman » Fri Nov 30, 2007 4:04 pm

Find the unhappy sims, and watch them go to work. Then check the venues between their work and home, and pay attention to the hours of operation. I've found that it's easy (especially on challenging) to be careless with venues and set it up so that even though the venues can accomodate them, they can't get to one that's open in time, and their unhappiness just keeps building up.

LadyCrimson
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Postby LadyCrimson » Fri Nov 30, 2007 8:03 pm

Agreed. The bigger the city, the more sprawled out it tends to become - at least if you're a lazy planner like myself - and the more likely the Sims in certain assigned workplaces won't be able to reach desired venues before they close.

They might be able to reach one, but then the next one they 'decide' the want to frequent may be clear across town, and they don't get there ...
I've noticed most Sims really really prefer the mall venues over anything else.

Tinkerbell
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Postby Tinkerbell » Fri Nov 30, 2007 8:43 pm

Something else to keep in mind. Some Venues have desirability (the flower petal icon thingie in their card) & other buildings can affect the amount of petals.

The Game Guide talks about Sims will go out of their way to go to more desirable Venues & the pathing (ie time delays) will change.

<oh sure, there's no challenge in SCS "they" claim :rolleyes: >

:D

capncbr
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Joined: Fri Nov 30, 2007 10:56 pm
Location: San Diego, CA, USA

Postby capncbr » Fri Nov 30, 2007 11:26 pm

I was just gonna say something about this. The only way I've been able to keep big populations from going rogue by the hundreds is to put them up in state housing projects. I'd like to find a non-evil way :D but so far no luck. Anyone else think it's dumb how they try to go to a venue that they obviously won't get to in time?

Hortulanus
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Joined: Tue Jul 11, 2006 7:07 pm

Postby Hortulanus » Mon Dec 03, 2007 7:08 pm

I've built a city to about 20,000 population. I haven't had much of a problem avoiding rogues. I use subways at every corner, and I keep the venue capacity a little above 10% of the total population. I try to make sure that there are adequate medical facilities, as sickness seems to drive happiness lower, and certainly it cuts into the time sims have to visit other venues.

My only problem arose when I used the worker barracks with their -1 happiness modifier. I can't seem to build venues close enough or desirable enough to keep these habitations from generating a few rogues.

Cheers,
Hortulanus

Akodis
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Joined: Wed Nov 28, 2007 12:54 am

Make rogues on purpose

Postby Akodis » Mon Dec 03, 2007 9:28 pm

Put the Loanshark workplace in and you can make rogues deliberately and with malice aforethought.

capncbr
Posts: 16
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Location: San Diego, CA, USA

Postby capncbr » Wed Dec 05, 2007 1:02 am

I don't think sickness/injury affects happiness - try making a "test lab" town with two people, a workplace, and a soccer field. They'll both get hurt at the field, but on challenging they'll get +5 from it and still get only -5 overnight. The problem with sick/injured/hungover/etc is that those workers don't produce as much money for your treasury.

(It's -5 happiness overnight, right? i don't have the strategy guide, lol)

The problem with big towns seems to be the traffic, it cuts down on venue-visiting time a LOT. In small towns, people can hit up 2 or 3 venues after work, but in big ones they're lucky to make it to one. Even with a subway next to every building, it still seems to be a problem! (Do people have to wait in line if the subway is crowded? that might explain it).

For that reason, the -1 happiness buildings suck after your city gets big. If they get to visit a +5 venue, that's all well and good, but they're going to lose -6 overnight and still eventually go hooky or rogue. It's all about the monasteries, hehe.

Question: If a worker doesn't get to visit a venue that day, do they lose extra happiness that night at 4am?

Jimaaten
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Location: Hanford, California, USA

Postby Jimaaten » Wed Dec 05, 2007 7:53 pm

capncbr wrote:(Do people have to wait in line if the subway is crowded? that might explain it).
I think that might be true. This screenshot is from my first really big city (with skyscrapers). Corporate one tower is across the street and after work everyone crowds into the subway entrance and mills around for a long time. I was following a sad sim and the yellow unhappy face would appear and disappear in the crowd at the "bottom" of the subway. Although there were venues near the subway, they were all headed elsewhere. Maybe in a large city you need to provide large capacity venues near large workplaces to cut down on travel? :confused:
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capncbr
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Location: San Diego, CA, USA

Postby capncbr » Wed Dec 05, 2007 9:21 pm

Yuck, maybe it's faster just to have everyone drive then!

Also I've seen Sims just standing around even when venues are open. Like, just standing there. Doing nothing. Thinking "I'm gonna go to a Venue!" but not moving. Is that a bug? Because it happens to me all the time...

Akodis
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Postby Akodis » Thu Dec 06, 2007 9:23 pm

capncbr wrote:Yuck, maybe it's faster just to have everyone drive then!

Also I've seen Sims just standing around even when venues are open. Like, just standing there. Doing nothing. Thinking "I'm gonna go to a Venue!" but not moving. Is that a bug? Because it happens to me all the time...


Sims also visit decorations, and the time spent looking at a decoration does nothing for them. In fact, they may go out of their way to visit a decoration, and the fact that a sim had to walk around a line of buildings to visit a barbecue pit may delay them in visiting venues.

Sims also have venue preferences. Pause the game at closing time and you will see that some venues are much more popular than others, and it isn't always based on how attractive the building is. You might want to bulldoze the venues that regularly get zero daily visits and replace them with more of the venues your sims want to visit, although their preferences may change as your society evolves.

Sometimes sims pass up liquor stores to visit shopping centers. Sometimes sims pass up shopping centers to visit liquor stores. Sometimes sims pass up both to visit temples. It may have something to do with societal values.

It's not just building venues and expecting everyone to come. You have to build the right venues for that particular society.

capncbr
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Location: San Diego, CA, USA

Postby capncbr » Thu Dec 06, 2007 9:52 pm

Akodis wrote:Sims also visit decorations, and the time spent looking at a decoration does nothing for them.


You know what, I think that may just be what is happening. I wonder if it's possible to eliminate that behavior via modding. It's really not a good thing because it's even more incentive to spam your decorations in the corner of the map, where Sims can't waste time looking at them.

Akodis wrote:Sometimes sims pass up liquor stores to visit shopping centers. Sometimes sims pass up shopping centers to visit liquor stores. Sometimes sims pass up both to visit temples. It may have something to do with societal values.


Ooh I hadn't thought of that! ...now I want to make a "test lab" city to try that out. Like, a Spiritual town with Casinos and Liquor Stores, and see if Sims go there as frequently as to somewhere less attractive and less enjoyable like an Altar. I'll post my results if I have the time to try this.

Alex Mullins
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Joined: Thu Jun 07, 2007 8:50 pm

Postby Alex Mullins » Thu Dec 06, 2007 10:20 pm

Akodis wrote:Sims also visit decorations, and the time spent looking at a decoration does nothing for them. In fact, they may go out of their way to visit a decoration, and the fact that a sim had to walk around a line of buildings to visit a barbecue pit may delay them in visiting venues.


Sims don't "visit" decorations but they will wander to random buildings (including decorations) if they have nothing else to do.

Jimaaten
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Location: Hanford, California, USA

Postby Jimaaten » Fri Dec 07, 2007 8:51 pm

capncbr wrote:Also I've seen Sims just standing around even when venues are open. Like, just standing there. Doing nothing. Thinking "I'm gonna go to a Venue!" but not moving. Is that a bug? Because it happens to me all the time...
Have you moused over the action icon on them? Even though the icon shows going to venue, a lot of time I've found that it will say something like "I was going to go to a venue, but I'm so happy I decided not to."

PsYChoWaTrMelon
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Joined: Mon Nov 26, 2007 11:06 pm
Location: IL, USA

Postby PsYChoWaTrMelon » Sun Dec 09, 2007 3:16 pm

traxer wrote:Everytime in a city with like+1000 workers. I get sims that cant visit venues explode. The hell what i try, making more venues, different ones shop, malls, stadiums ... subways, no matter what i try i get sims that cant visit them.
Why?

i know what you mean 4291 workers and half are mad lol. i have been
reworking my city gonna cut it in half and redesign one side and then
redesign the other. i might just do it in secions i wish there was an in
game terrain tool set as it would be cool to add new rivers/channels i'm
thinking of creating a bourough map with 10 -12 pockets. that way
each acts like a series of suburbs. maybe then they won't get mad.

i was also thinking of a central work area with venues radiating out
or just a full subway/mass transit city with few streets between venue
and home


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