edit: ca sert a rien, ya aps d images...
Tips & Tricks - Mayors Rating
Mayor Rating - How to Raise It
Keeping your city free of pollution, reducing traffic problems, lowering tax rates, adding parks, schools and hospitals, and keeping crime under control are all effective ways to increase your Mayor Rating. Most reward buildings and all landmark buildings also help improve Mayor Rating. Avoid business deals such as the casino, prison and toxic waste dump as they have negative Mayor Rating effects. Since the negative impact is citywide, you can't just tuck these buildings off in a corner. Lastly, keeping your city free of fires will help your Mayor Rating as well.
Why Is My Mayor Rating Going Down?
High air pollution, water pollution, garbage, crime, traffic congestion or tax rates all have a negative impact on your Mayor Rating. Not having hospitals or schools also causes Mayor Rating to drop. The army base and advanced research center reward buildings have negative effects on Mayor Rating. Business deals such as the casino, prison and toxic waste dump also depress Mayor Rating. Fires can temporarily cause your Mayor Rating to drop nearby as well.
Tips & Tricks - Budget
Making Money
The primary way to make money in SimCity 4 is through taxation. The more people you have in your city, the more tax revenue you will generate. Early in the game, it is important that you build your city up prior to spending a lot of money on amenities for your Sims to generate a good tax base. You can also increase tax revenue by increase the tax rates. Raise them too high, however, and your Sims will move to another town.
Local Budgets
Many of the buildings in SimCity 4 that have monthly costs associated with them can be adjusted locally by bringing up their query dialogs. This means that you can adjust them separately from each other. So, for example, you might have a clinic on the east side of your city that is funded at 20% while another to the north might be funded at 110%. The buildings that can be locally funded include power plants, police stations, fire stations, schools, and hospitals. In this way, you can fine-tune your budget to get the most money possible with the least impact on the lives of your citizens. The funding at these locations can affect the radius of the buildings' effects as well as the efficiency of the building within that radius. In the case of schools and hospitals, you can set the funding for the radius and efficiency separately using the busing/ambulance funding for radius and the teachers/doctors funding for efficiency.
Where to Scrimp
In general it's a bad idea to reduce the funding of power plants, police stations, and fire stations. If you fund a power plant too low, then you increase the rate at which it ages. This can lead to some nasty consequences if it goes on too long. For these types of buildings, it's better to not place the buildings at all rather than place too many and lower their funding. Hospitals and schools, however, can have their funding lowered depending on the number of patients and students they are serving. If you reduce the funding too much, a strike might ensue, but if you lower funding at just the right amount, you will get the most bang for your buck.
Tips & Tricks - Development
Why Am I Not Getting Development?
There could be several reasons why your development has stalled. If your demand bars are low, perhaps your taxes are too high or you have passed ordinances that are limiting demand. If your demand is high but you are still not seeing development, it could be because desirability is low in the areas that you have zoned, traffic congestion is too high, or you haven?t provided water.
Which Zone Density Should I Use?
Early in the game, you are better off zoning low density commercial and residential. First, it is probably too expensive to zone higher densities. Second, you will be forced to deal with many problems if you zone too high, too fast. For example, traffic congestion, decent schooling, and adequate hospital coverage can be quite difficult in higher density cities. For industry, either zone for agriculture or medium density depending on whether you want farms or dirty industry. When your city treasury is rich enough, you can start to build your city taller instead of wider by rezoning some of the areas that are already developed. For example, if you zone high density residential over an area that has already been zoned low density residential, the buildings will stick around until redevelopment occurs.
Using Demand Bars
In the main UI, you will see three bars colored green, blue, and yellow. The green bar indicates your residential demand. When it is high, then lots of people want to move into your city. In this situation, make sure to zone residential in highly desirable locations. Blue shows commercial demand, yellow shows industry demand, and these both work similarly to residential. If you click on the three demand bars, a detailed breakdown of your RCI demands is displayed. This graph shows you the demands for different wealth levels and business types in your city. Use this in conjunction with your desirability maps to develop the most efficient city.
Using Desirability Maps
If your desirability is low, then the occupancy level of your buildings will be low. Even worse, if desirability drops too low, buildings will be abandoned or never develop in the first place. In the Data views, you can see the desirability maps for every residential and business type. Use these maps to decide where to zone or to target areas that require you to increase desirability.
Increasing Desirability
Residential
Your residential population can be the hardest to satisfy. They require good schools, decent hospitals, low traffic noise, little garbage, minimal pollution, and a short trip to work. In addition to that, Residents also like to have parks nearby. If you have an area of low desirability for residential, place a park, school, and/or a hospital nearby to improve it. However, if either pollution or commute time is too high, then your only option may be to zone in a different area. The quickest way to determine the reason for your current desirability level is to query the buildings in the area. Using the Query tool, either hover over a building to get a quick glimpse of the most important information, or click on the building to bring up a dialog with detailed information.
Commercial
Your residential population can be the hardest to satisfy. They require good schools, decent hospitals, low traffic noise, little garbage, minimal pollution, and a short trip to work. In addition to that, Residents also like to have parks nearby. If you have an area of low desirability for residential, place a park, school, and/or a hospital nearby to improve it. However, if either pollution or commute time is too high, then your only option may be to zone in a different area. The quickest way to determine the reason for your current desirability level is to query the buildings in the area. Using the Query tool, either hover over a building to get a quick glimpse of the most important information, or click on the building to bring up a dialog with detailed information.
Industrial
Dirty and manufacturing industry could not care less about pollution, so don't worry about that. They do, however, need to transport the goods they make to stay in business. Make sure your industries have good road access to either an airport, a seaport, or a neighbor connection. Farms and high-tech industry have this same requirement but also dislike pollution. All industries hate trash, so make sure you have a landfill around to collect the garbage. The quickest way to determine the reason for your current desirability level is to query the buildings in the area. Using the Query tool, either hover over a building to get a quick glimpse of the most important information, or click on the building to bring up a dialog with detailed information.
Getting High Wealth Residents and Businesses
Water Coverage
If you want to attract high-wealth residents and businesses, you need to supply water to your city. Without water, no high-wealth residents, offices, commercial services or high-tech industries will move into your city. To water your city, place water towers and pumps, then lay a network of pipes.
Education and Jobs
Why build schools, libraries and other educational buildings? Because that's the best way to attract high-tech industries. High-tech businesses won't move into your town unless your workforce is well-educated.
Health and Workforce
Why build clinics and hospitals? Because the healthier your population, the longer their lifespan. And the longer your Sims live, the more people who can work at jobs, which means your workforce is larger.
Getting Skyscrapers
You need to build your city wider before you can build it taller. The size of the buildings that you see are directly related to the population of your city. So even if you have high desirability, if your city is too small, you won't see skyscrapers. For example, to get the tallest residential buildings, your city must have a population greater than 30 thousand. Likewise, to get commercial office high-rises, your city must have more than 45 thousand commercial jobs. In addition, your city must have zoned areas with very high desirability.
Other Ways to Affect Demand
Taxes
If your taxes are too high, then your demand will tank. In the Budget panel, you can adjust the tax rates for three wealth types for each zone type. By tinkering with the tax rates, you can control the kinds of businesses that will develop in your city. For example, if you want to keep dirty industry out of your city, raise the tax rates for low wealth industry to 12% or higher. On the flip side, you can boost demand by lowering taxes. So if you want to encourage high wealth residential to move in, give them a tax break by setting their rate to 5% or lower.
Ordinances
Several ordinances have an impact on the demand for different residences and businesses. For example, the Tourist Promotion ordinance increases demand for all commercial services. On the other hand, an ordinance like the Clean Air Act lowers demand - in this case, for dirty industry.
Demand Caps
If you don't provide your Sim citizens with the amenities that they desire, eventually you will hit a ceiling in terms of the population of your city. If you find that your residential demand is low despite having low taxes and plenty of jobs, it's likely that you've hit the cap. To relieve that cap, place parks and recreational buildings. Similarly, you can hit a cap for commercial businesses and industries. To relieve those caps, be sure to build airports and seaports, and make neighbor connections.
Explaining the Zots
No Power
When you see a lightning bolt with a circle-slash through it, this indicates that the area is not powered. This could either mean you need to place a power plant or you need to connect your power plant to the area using a power line or by zoning. If you see this zot appearing and disappearing throughout the city, then your city is experiencing a rolling blackout. This means that your power plant is not producing enough power for your city. Placing an additional power plant in your city and making sure it is connected will solve this problem.
No Water
When a water droplet with a circle-slash through it appears over a building, this indicates that a building requiring water no longer has it. This can occur if a pipe has burst or if the capacity of the water towers and pumps in your city are overtaxed. Either fix the broken pipes using the pipe tool, or place additional water pumps and/or towers in your city. And don't forget to make sure they are powered.
No Work
When a briefcase with a circle-slash through it appears over a building, it indicates that the residents in that building cannot find a job. This is usually because the distance to the jobs is too far for the Sims or your city simply doesn't have enough jobs. To fix this problem, you either need to create more jobs, bring the jobs closer to the resident's home, or improve your traffic networks.
No Car
When you see a car with a circle-slash through it over a building, this indicates that the residents cannot complete a trip to any business. This usually means that you haven't connected your residential lot with a commercial or industrial zone. Every residential lot must have a road connected to it and a business for development to occur. This problem can usually be fixed by drawing a connecting road between the lot with the zot and a business.
Why Are My Buildings Distressed?
What Is Distress?
When things are going badly, the state of the buildings in your city may distress. When this occurs, the building appears worn and dilapidated, and the surrounding yard looks unkempt. There are different stages of distress, the worst stage indicating abandonment. The quickest way to get feedback about what is causing the distress is to query the building using the Query tool.
Wealth vs. Occupancy Distress
When desirability is low in an area, the buildings in that areas begin to vacate. When this happens, the building distresses and the props in the lot for that building begin to disappear. A building that once housed wealthy jobs or residents can oftentimes become reoccupied by lower wealth Sims. This also results in the building becoming distressed, but instead of having props on the lot simply disappear, the props will be replaced with lower wealth objects. For example, a tennis court might be replaced with a clothesline.
Tips & Tricks - Public Safety
Take me back to the Tips & Tricks Index
Why Am I Getting Riots?
Riots are caused by a low Mayor Rating. Basically, your local population has gotten fed up with things and have decided to vent their frustration on your city. Police can stop riots by being dispatched to the scene. Riots need to be surrounded by police dispatches in order to suppress them. Sometimes riots will settle down on their own accord, but don't depend on it.
Police and Jails
Reducing Crime
Education, education, education! Police keep crime in check by catching criminals and jailing them, but to truly solve your crime problems, your Sims need to hit the books. Economics slumps will cause crime to spike as well, so keep your economy in the black.
When to Place Jails
Each police station has some capacity to jail inmates. Once this is exceeded, it's time to start thinking about jails. You can get by in most cities to at least 50,000 residential population before ever needing a city jail. Check on just how full your police stations and jails are by querying them.
Dispatching Police
Each police station has a certain number of dispatches: 2 for a small station and 4 for a large. These dispatches can be used to put down riots as well as catching criminals in the act. The Police Dispatch is available by clicking on the Emergency Tools button under Mayor Mode. Riots need to be surrounded by dispatches in order to suppress them. Underfunded dispatches are significantly less effective in suppressing riots.
Fire
Prevention
The best way to prevent fires is to make sure your city is adequately protected by fire stations. If you can't afford to blanket your entire city with fire stations, concentrate your firehouses in areas of high flammability, usually your industrial zones. In addition, water your city to reduce your fire risk. Abandoned buildings greatly increase your risk of fires starting, mostly due to arson.
Dispatching
If a fire does break out in your city, try to dispatch fire trucks as quickly as possible. You have only so much time before the fire consumes the building or, even worse, spreads to other buildings. The sooner the fire trucks reach the fire, the more likely they'll put out the fire before it can do more damage. Your best chance to extinguish the blaze if the fire trucks can reach the fire with their hoses.
Tips & Tricks - Regions
Take me back to the Tips & Tricks Index
Setting Up Neighbor Connections
You can connect cities together with roads, highways, power lines, subways, and pipes. To do so, simply choose the tool and drag the network to the edge of the city. If you do this correctly, a dialog will appear asking you to confirm that you would like to create a neighbor connection. Accept the dialog. If you save and exit this city, then open the adjacent city, you should see network stubs in the areas in which you made connections. You can then extend these stubs to connect to your adjacent city.
Cooperative Cities
Once you have created road connections to two adjacent cities, they can share demand between each other. You can then control which type of resident or business shows up in each city through zoning and taxation. If you want only industry in one city, then zone only for industry in that city. If you want only wealthy residents in one city, then raise the taxes on other residents while lowering the taxes for the wealthy in that city.
Neighbor Deals
Once you have established neighbor connections, you can create deals with neighboring cities to buy and sell power, garbage, and water. To create a deal, your city must have the correct type of connection. For a power deal, you must connect both cities with a power line. For a garbage deal, you must have a road connection. And for water deals, you must have a pipe connection. The city doing the buying must have a need for the resource and enough money to pay for the deal for an entire year. Also, the selling city must have enough capacity to support the deal. At any time during the deal if these criteria cannot be met, then the deal is cancelled. You cannot create a sell deal with the same city that you have a buy deal for the same resource. So you can't buy power and sell it back to the same city. You can, however, buy power and sell it to another city. In addition, you can buy power and sell water to the same city. You can also cancel a deal at any time without penalty.
Tips & Tricks - Transportation
Take me back to the Tips & Tricks Index
Access
All developed lots in SimCity need some sort of network access. Unlike SimCity 3000, lots must be adjacent to a street or a road so that they can grow. You can tell if a lot doesn't have network access by the No Car zot above it.
Busing
As the buildings start getting bigger and more people start moving into your city, it's time to think about mass transit. Busing is the first rung on the mass transit ladder. It is very inexpensive and can be placed throughout your city without taking up too much space. This is important as your Sims are usually only willing to walk about 6 to 8 tiles to and from bus stops. Bus stops need to be placed near R, C and I so that Sims can get to and from where they need to go. Strategically placing your bus stops in the direction that Sims want to travel also helps.
Highways
Highways are the ultimate mode of transportation in SimCity. They have very large capacities for traffic, and your Sims can travel quickly on them. It is important to keep in mind that highways are bi-directional, meaning you'll need on- and off-ramps on both sides of highways in order for your Sims to get the most use out of them.
Rail
Rail serves a dual role for your Sims. If you place rail adjacent to industry, it can transport goods quickly and efficiently without the need for a freight station. You can also place a freight station so that your industry can use roads to get to the station and then transport by rail. Rail can also be used to efficiently move people from one place to another via passenger stations. Passenger stations are a little larger than bus stations in both footprint and capacity, so use them once you have a very large population or if you're planning for efficient intercity travel. Passenger rail stations need to be placed near R, C and I so that Sims can get to and from where they need to go. Strategically placing your stations in the direction that Sims want to travel will help as well.
Streets vs. Roads
Networks are all about efficiency, which means cost versus capacity. Streets are great for small, early cities, but as your city grows, you will need to upgrade streets to roads in order to be able to handle more traffic. Keep an eye on your traffic map. Streets that have red-level traffic are ready to be upgraded to roads. When a network is over capacity, trips along it take much longer and makes for a very unhappy populace. Potholes increase the time it takes to travel across that tile, so keep your Road Maintenance budget at 100%.
Subways
Subways are equivalent to rail in terms of mass transit efficiency; however, they don't take up the space on the surface that rail stations do. They are a bit more expensive to lay out, but can keep your city looking pristine, not to mention reducing that nasty air pollution from high traffic as well. Subway stations should be placed every couple of blocks in your cities so that your Sims don't have to walk too far. Subway stations need to be placed near R, C and I so that Sims can get to and from where they need to go. Strategically placing your stations in the direction that Sims want to travel also helps.
Tips & Tricks - Utilities
Take me back to the Tips & Tricks Index
Access
All developed lots in SimCity need some sort of network access. Unlike SimCity 3000, lots must be adjacent to a street or a road so that they can grow. You can tell if a lot doesn't have network access by the No Car zot above it.
Why Are Power Poles Sparking?
If you reduce the Power Department budget too much, your power poles will deteriorate over time and eventually end up sparking. Since the sparks can cause fires nearby, you should take care of this situation, either by increasing funding to at least 100% or by replacing the distressed power poles.
Why Are My Pipes Breaking?
If you reduce the Water Department budget too much, your pipes will deteriorate over time and eventually burst. Since these water spouts destroy nearby buildings and can spread throughout your pipe network, you should take care of this crisis, either by increasing funding to at least 100% or by replacing the distressed pipes.
Why Is My Power Plant Aging So Quickly?
Your power plant's rate of aging is based on 2 things: how much it's used and how much it's funded. If the power plant's "Capacity Used" is over 75%, it will age much more quickly. And if you lower the funding for a specific power plant below 100%, that will also cause it to age faster.
Why Are My Water Pumps Not Working?
The 2 main causes for a water pump to not work are (1) no power or (2) too much pollution. If you see something that looks like a lightning bolt in a circle, that's a power zot and it's telling you that building doesn't have any power. Drag a power line to the water pump, and it should start working. If your water pump doesn't have a power zot but still isn't working, then hover over the building with the Query tool. If the pop-up text says, "Shut down - polluted water," then you need to either place a new water pump away from the water pollution or lower the level of pollution.
Why Are My Landfills Not Being Used?
The most likely reason why garbage isn't filling up your landfill is because it can't get there. A landfill won't be used unless it's accessible by road. So make sure you have a road connection from your landfill to the rest of your town. Another possible reason your landfill isn't being used is if you reduce the Sanitation Department budget too much. So keep up the Garbage funding!
Tips & Tricks - Why Is My City Striking?
Take me back to the Tips & Tricks Index
Utility Department Strikes
Your Utility Department will go on strike if it is underfunded. Do not lower funding below 60%. To stop a strike, increase department funding to at least 90%.
Fire and Police Strikes
Your Fire and Police Departments will go on strike if they are underfunded. Do not lower funding below 70%. To stop a strike, raise department funding to at least 90%.
School and Hospital Strikes
Your schools and hospitals will go on strike if (1) they are unpowered, (2) they are underfunded or (3) they are over capacity. If you see a power zot above either a school or a hospital, make sure the building gets power. If the school or hospital grade is too low, the workers there will strike. To raise the grade, either increase capacity by increasing funding or decrease the number of Sims served by reducing the busing/ambulance funding.
Message édité par La_Nouille le 16-01-2003 à 01:59:52