I apologize if this is already discussed in another thread(s) but couldn't find any.
1) I would like to know how each R,C, and I influences each other. So, as an example - could I create a city that only has R in it? If I did, what would the simulation do? If I put more C or I than is demanded (or less) - what happens? I'm not making a request but merely trying to understand how the game simulation works.
2) I think I read somewhere that one day is 5 seconds and there is no rush hour. I think I'm ok with that but raises questions about how exactly the simulation works. When will citizens drive to work, shop or entertainment? How will that impact traffic - will the streets always be crowded?
3) Are fires, crimes and health emergencies simulated with firetrucks, police cars and ambulances going to an actual point on the map with an event or do the placement of these items just influence happiness?
4) Will be interested to understand how education is simulated (types of schools, transportation to schools, who goes to school, is education specific to a citizen similar to job, house and car)...
5) Understand citizens will have specific age, jobs, house, car and possibly kids. I like that - makes more sense than Sim5 first come first serve model. Will the citizens age and die like in Banished or are they a permanent fixture?
6) Goods - what happens to a business if it can not sell its goods (industry or commercial)?
7) How are the production and sale of goods simulated? Are goods physically represented on the map? In other words - does a specific factory have to receive raw materials via a truck before it can produce any goods? Does a specific retail store have to receive goods before making a sale? Or is it simulated in total and presented as data?
8) If citizens aren't happy (can't find work, etc) do they leave the city?
Thanks
1) I would like to know how each R,C, and I influences each other. So, as an example - could I create a city that only has R in it? If I did, what would the simulation do? If I put more C or I than is demanded (or less) - what happens? I'm not making a request but merely trying to understand how the game simulation works.
2) I think I read somewhere that one day is 5 seconds and there is no rush hour. I think I'm ok with that but raises questions about how exactly the simulation works. When will citizens drive to work, shop or entertainment? How will that impact traffic - will the streets always be crowded?
3) Are fires, crimes and health emergencies simulated with firetrucks, police cars and ambulances going to an actual point on the map with an event or do the placement of these items just influence happiness?
4) Will be interested to understand how education is simulated (types of schools, transportation to schools, who goes to school, is education specific to a citizen similar to job, house and car)...
5) Understand citizens will have specific age, jobs, house, car and possibly kids. I like that - makes more sense than Sim5 first come first serve model. Will the citizens age and die like in Banished or are they a permanent fixture?
6) Goods - what happens to a business if it can not sell its goods (industry or commercial)?
7) How are the production and sale of goods simulated? Are goods physically represented on the map? In other words - does a specific factory have to receive raw materials via a truck before it can produce any goods? Does a specific retail store have to receive goods before making a sale? Or is it simulated in total and presented as data?
8) If citizens aren't happy (can't find work, etc) do they leave the city?
Thanks