Does it matter where I put city service buildings?

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Simcity5

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Yes and no, They will service things out of range. But only the ones in its range get the level boost services give. I put my landfills as far away as I can out of the way but try to have a good road network to it so they can get around the city. You can have a firestation and if theres a fire out of its area it will still try to get there but how far and how bad the traffic is will decide if it makes it in time, but to get the benefit of the level boost to buildings stuff like schools and fire need to be zonal.

Better roads increase their service radius.
 

MarkJohnson

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I try to spread each service equidistant apart to spread out services coverage equally for services land value/happiness bonus. If you bunch them up then you can get poor coverage and bunching of vehicles.

Watch buildings pollution values and radius (noise and ground) they can cause unhappiness and lower land value.

I tend to put ground polluting building in industry and noise polluters in commerce.
 

SerGN

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Yes and no, They will service things out of range. But only the ones in its range get the level boost services give. I put my landfills as far away as I can out of the way but try to have a good road network to it so they can get around the city. You can have a firestation and if theres a fire out of its area it will still try to get there but how far and how bad the traffic is will decide if it makes it in time, but to get the benefit of the level boost to buildings stuff like schools and fire need to be zonal.

Better roads increase their service radius.

Sorry for posting on such an old post, but my question is pretty related to this one.

I've noticed that one-way roads really worsens service radius, and also the number of intersections... But i can't figure out how it exactly Works. Is there any info somewhere regarding this?
 

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Think of the service radius as reaching out as a vehicle drives the road with a hard limit on distance. It can follow one ways and will try to get around them but that can take up more distance.
 

MarkJohnson

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Sorry for posting on such an old post, but my question is pretty related to this one.

I've noticed that one-way roads really worsens service radius, and also the number of intersections... But i can't figure out how it exactly Works. Is there any info somewhere regarding this?

I'm not really sure what you want to know, but here are some basic things on services.

First, the green radius that buildings show when you plop them is the happiness/land value radius. The further away from the building the less happiness/land value bonus your buildings receive. So the game wants you to overlap them for bonuses, plus overlapping them helps coverage as well. But service vehicles can go outside this radius if needed.

Cims like to travel no further than 1km. Not sure if this applies to service vehicles though.

After a few service buildings, the game seems to release vehicles more evenly across the map. So they rarely ever send more than a few vehicles for each building at one time.

The game likes you to spam services for happiness/land value bonuses. So it is best to spread them out evenly. This also helps coverage as you need to overlap coverage for full land value/happiness bonuses.

With garbage pollution, I always segregate them and clump them a little. I still spread them out somewhat evenly, but at much greater distance. Trash bonuses are low, but there are enough other services to make up for it.

As you noticed already. one-way roads interfere with coverage, but also two-way roads with center dividers will have the same effect. The divider prevents a left turn, so they have to go around the block to make their destination. The divider just ends up making a pair of one-way roads.
 

28rommel

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As you noticed already. one-way roads interfere with coverage, but also two-way roads with center dividers will have the same effect. The divider prevents a left turn, so they have to go around the block to make their destination. The divider just ends up making a pair of one-way roads.

Yep. Noticed the same thing about the four-lane roads with a median barrier,
What I do, is that I convert a tiny portion of the road directly in front of the service structure, to a six-lane road (which has no center divider).
This allows the service vehicles to make a left-hand turn when leaving the service structure, and also allows them to return to the service structure by making a left-hand turn into it.

It looks a bit "odd" but it works. What I do is temporarily construct a tiny portion of dirt road (at 90 degree angle to the four-lane road) to the left, and to the right, of the service structure. Then use the upgrade road tool to convert this segregated small portion of the road to a six-lane road. (See example in image below.) Then afterwards, bulldoze the temporary dirt road segments.
I guess it doesn't look too bad. Just think of them as designated left-hand turn lanes specifically placed there for the service building. There are real roads in our communities that have them.

upload_2017-9-10_10-2-2.png
 

Fox_NS_CAN

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Yep. Noticed the same thing about the four-lane roads with a median barrier,
What I do, is that I convert a tiny portion of the road directly in front of the service structure, to a six-lane road (which has no center divider).
This allows the service vehicles to make a left-hand turn when leaving the service structure, and also allows them to return to the service structure by making a left-hand turn into it.

It looks a bit "odd" but it works. What I do is temporarily construct a tiny portion of dirt road (at 90 degree angle to the four-lane road) to the left, and to the right, of the service structure. Then use the upgrade road tool to convert this segregated small portion of the road to a six-lane road. (See example in image below.) Then afterwards, bulldoze the temporary dirt road segments.
I guess it doesn't look too bad. Just think of them as designated left-hand turn lanes specifically placed there for the service building. There are real roads in our communities that have them.

View attachment 297979

I like the sound of that.

My solution was usually (depending on where it was) either place a small "service road" around the building (adds intersections, so only in lower traffic areas), or make a small 2-lane (usually) side road off of the main road, and build the service building on that. Leaves only the one extra intersection. Can be useful if cims need the crosswalk for access.

I'll have to try your solution, I think I'd be pretty happy with it.
 

28rommel

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I like the sound of that.

My solution was usually (depending on where it was) either place a small "service road" around the building (adds intersections, so only in lower traffic areas), or make a small 2-lane (usually) side road off of the main road, and build the service building on that. Leaves only the one extra intersection. Can be useful if cims need the crosswalk for access.

I'll have to try your solution, I think I'd be pretty happy with it.

Fox,
When you upgrade a small portion of the road, as I indicated, you get at least 2 crosswalks in front of the service structure (even after bulldozing the temporary dirt road segments).
So you still get the benefit for walking cims having access to the other side of the street in this area.
Give it a try (... then after a week or so of playing, come back and post what you think).
:)
 
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28rommel

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Another hint (benefit) :

By placing a service structure directly on one of your main roads (4-lane or 6-lane), you extend that service's "Efficiency" range farther, than if you were to place it on a smaller 2-lane road connected/attached to the main road. I have personally done some testing on this, and this conclusion is valid.

To see a service structure's Efficiency range, hit the Info Views button (top-left) and then the corresponding service button you are interested in seeing. Take notice to the "Legend" section in the info window that opens up, and see the "Efficiency" notes showing "Low" to "High" (green).
You will see that your roads are a much darker green color, the closer you are to each service structure. As you get farther and farther away from the service structure, the green colored roads slowly lose their intensity (or efficiency). Also notice that the green color extends farther out on portions of a 6-lane road versus on a 4-land road, and that it extends out farther on a 4-lane road versus a 2-lane road.

In my city, I try to make sure that all my service structures are placed on my main roads (with some exceptions). This is especially more so, with service structures that have vehicles (fire, police, etc), than with service structures than do not have vehicles (schools).
 
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MarkJohnson

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Fox,
When you upgrade a small portion of the road, as I indicated, you get at least 2 crosswalks in front of the service structure (even after bulldozing the temporary dirt road segments).
So you still get the benefit for walking cims having access to the other side of the street in this area.
Give it a try (... then after a week or so of playing, come back and post what you think).
:)

Another hint (benefit) :

By placing a service structure directly on one of your main roads (4-lane or 6-lane), you extend that service's "Efficiency" range farther, than if you were to place it on a smaller 2-lane road connected/attached to the main road. I have personally done some testing on this, and this conclusion is valid.

To see a service structure's Efficiency range, hit the Info Views button (top-left) and then the corresponding service button you are interested in seeing. Take notice to the "Legend" section in the info window that opens up, and see the "Efficiency" notes showing "Low" to "High" (green).
You will see that your roads are a much darker green color, the closer you are to each service structure. As you get farther and farther away from the service structure, the green colored roads slowly lose their intensity (or efficiency). Also notice that the green color extends farther out on portions of a 6-lane road versus on a 4-land road, and that it extends out farther on a 4-lane road versus a 2-lane road.

In my city, I try to make sure that all my service structures are placed on my main roads (with some exceptions). This is especially more so, with service structures that have vehicles (fire, police, etc), than with service structures than do not have vehicles (schools).

Yes, this is an agent based simulator and agents need to get from point A to point B in a TIMELY manner or bad things happen. so yes, this would be true as bigger roads have high speed capabilities. So they can cover more area in the same amount of time. So coverage would be better.