After Dark's Elementary/High Schools has midnight classes?

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Kakunofuyu

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Aug 19, 2015
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It really is just power though, were day and night are different and therefore different sliders might make sense. You really should have enough power plants to fulfill demand during day and night though, and once you do, you let them run at 10ß%, no change needed, just as with all other services.
For all other services: Reducing budget at night, which some people mistakenly thought would be a good idea, reduces service coverage, thereby reducing service level score (industry, office) and land value (Commercial, Residential), so leveling up will slow down, not happen at all or in the worst case scenario, you get complaints and abandoned buildings. You might think you don't need schools at night, but even if they were not educating anyone (which they are, and good thing they do, traffic would be unmanagable with true rush hours so many seem to want/expect), they still add to the service score and land value of the buildings around them so you need them anyway, all the time.

Different point: have you ever heard of any school that has two budgets, one day and one night? Not even for police I can say I have. All these institutions get one bugget, and within that they (should) try to provice the best service they can.

Well, to be honest, CO thought it would help to add more control and diversity to your cities. Apparently, a lot of people disagree.
Controls needs to make sense though, if a slider doesn't gain me anything, I will never touch it. If you want to give us more control, let us place buildings with needed road access without building the road first, let us set our own agent/building/street limits, give us the flexibility in street building of CiM2, etc (maybe I can think of more later). The budget sliders are more of a hassle than anything and only ever useful if you have no money, like when you run a mod that increases difficulty to less sane levels.

Except for power usage, solar power planet power output and crime levels, what actally is different between day and night (apart from the obviouss cosmetics)? Water usage maybe? I never paid enough attention to notice anything else so far. Do cars really drive slower, is industry output reduced, anything at all? (I hope not, I'm just curious)
 
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draqsko

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It really is just power though, were day and night are different and therefore different sliders might make sense.

Actually, power, water, taxis, buses, garbage collection, police and medical services are all affected by day and night and having different budget sliders is beneficial. Power, water, and buses get used more during the day, while taxis get used more at night. Garbage collection is better a night as long as you have a minimal amount during the day, and medical services is the opposite. Naturally you need higher police presence with higher crime at night now as well.

All of those services have different settings in my cities and work quite effectively. My power, water, medical service run at 100% funding during the day and 80% funding at night without an issue at all. Garbage collection, police are 70% day, 100% night, while taxis are 50% day and 100% night and buses are the opposite. I never get complaints with these settings, police still patrol the farthest reaches of my city during the day and arrest criminals well outside their "coverage," ambulances still pick up sick people well beyond their coverage.

The biggest issue affecting service coverage is not funding, it is your road network and it's efficiency. The more efficient your network is, the less funding you need to achieve effective coverage because service vehicles don't have a range, they have a timer. They will drive to hell and back but as long as they get to the problem area before that timer goes off, all is good. It doesn't matter if the service shows green or not.
 

draqsko

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Well, to be honest, CO thought it would help to add more control and diversity to your cities. Apparently, a lot of people disagree. So time to take that feedback and improve. Can't really say much more

I think they are wrong, it does add a lot more control to my cities. Yes some sliders don't make sense like parks, unique buildings and the like, but everything I listed in the post above does work quite well with different sliders and it allows me to continue to maximize my income while having lower taxes overall to draw more people in. The only time I ever have a negative cashflow is when I bulldoze and rezone a massive area of my city for urban renewal or putting in a new freeway, and that happens because I not only kicked everyone out but I also dropped the land value of that area and areas surrounding it for awhile until it gets built back up.

Maybe a better option would be to make it an optional setting to use 2 different sliders or just one. For example locking the sliders with a check box in the budget window UI so users would be able to lock and unlock them at their discretion (or even in options, but budget window would better since it's more intuitive). Something like Allow separate day/night budgets, if checked the sliders are able to be moved separately, if unchecked they are locked together and moving one, moves both.
 
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benzoll

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I think they are wrong, it does add a lot more control to my cities. Yes some sliders don't make sense like parks, unique buildings and the like, but everything I listed in the post above does work quite well with different sliders and it allows me to continue to maximize my income while having lower taxes overall to draw more people in. The only time I ever have a negative cashflow is when I bulldoze and rezone a massive area of my city for urban renewal or putting in a new freeway, and that happens because I not only kicked everyone out but I also dropped the land value of that area and areas surrounding it for awhile until it gets built back up.

Maybe a better option would be to make it an optional setting to use 2 different sliders or just one. For example locking the sliders with a check box in the budget window UI so users would be able to lock and unlock them at their discretion (or even in options, but budget window would better since it's more intuitive). Something like Allow separate day/night budgets, if checked the sliders are able to be moved separately, if unchecked they are locked together and moving one, moves both.

Totally agree. It is an added incentive to the game.
As you've exposed your bars the budget I have, except police, that I keep the same. More or less.
 

Cymsdale

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And I keep all sliders at 100% and get millions of dollars, because past a certain point you're just rolling in dough (I never even increased taxes).
 
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mursolini

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Give us options when we need them, and don`t, when we don`t. Education really doesn`t need this kind of options, unless you`re supposed to run Soviet style "illiteracy liquidation program" for adults during the night in schools (well, evenings technically). In this case education mechanics need to work different in nights, and have different enrollment and other statistic for night.

I don`t mind having the option to use schools in a different way during nights, but if the education mechanics is the same, keep funding unified and simply get rid of people coming to school at night.
 

Abydos_1

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Sep 24, 2015
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Well, in my country schools in the evening and well into late evening, is usually used for courses for adults in need of extra education or re-education to another job. Sometimes hobby-based education as well. So, I would say it is not so far fetched that schools are open during the night.
 
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Daffius

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Many people have said this, but the issue is mainly with the day/night cycle taking weeks/months to happen. Now as I see it, the two timelines are irreconcilable, as you'll either have hyper fast simulation or you can spend ages on the sim for something to finally build.

Imo, I think at this stage of the game the day/night cycle has surpassed the importance of yearly cycle. To justify this;

With day/night cycle, you can work on simulating night life with parties, switch of schools (as in this OP) at night, simulate peek hour morning rushes, have evening football games/cinemas, use night budgets for trash cars etc.
On the other hand you'd have to make do with buildings being built overnight and cims having a lifespan of 3 months, which is more than a fair trade-off.

I'd say the day/night cycle now has more benefits and much more potential. It is huge work to change the underlying simulation I pressume, however keeping the yearly timeline has outlived it's usefuleness with this DLC compared to the potential a daily timeline has.
 
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