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heliostellar

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One of the big themes in Sim City was the transition from polluting industry to clean, hi-tech industry. I'm surprised that this is not an option for the districts. Is there a way to get a similar result using policies or mods?
 

heliostellar

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No, that's not accurate nor what I'm referring to. Simcity had a specific tiered system of industry from Dirty -> Manufacturing -> High Tech. They forked industry to add specific industries like timber and farming, but I'm asking how to have a similar system of tiers.
 

Promethian

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Simcity made a better metagame than CSL. The industry production pipeline, superhero mini game, tech advancement and such aren't matched (or done poorly by comparison) in CSL.

However CSL is a much better city maker. More room to build with more potential varied environments. Custom assets. Better traffic simulation.

At this point I think CSL would probably gain the most from an economy/industry focused DLC next.
 

thexmassteam

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At this point I think CSL would probably gain the most from an economy/industry focused DLC next.
I agree this. Even if a DLC about services will also be appreciated. So what about an economy/industry/services DLC/patch? (Dreams are free :D )
 

heliostellar

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I thought Offices were commercial because they are blue, although the wiki describes them as their own separate type completely separate from RCI.

Either way, I think the economy needs some sprucing up. I would agree that the game is currently great at design, but not as much in terms of a story or an economic system.
 

Fox_NS_CAN

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I thought Offices were commercial because they are blue, although the wiki describes them as their own separate type completely separate from RCI.

That color could be a little misleading I suppose, but the Offices fulfill the orange "I" bar (RCI) needs. Requires more education.
 

MarkJohnson

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Offices are just a job sink to keep you from having to build C and I and flooding your city with freight traffic. So commerce and industry are not even needed by this game and can be safely ignored. But offices fulfill the industry demand bar. although it is really only a recommend bar now as they aren't demanded anymore like the simcity series we've been taught to obey without question.

Al least now we can build our cities the way we want more easily by given the option to build commerce and industry were needed instead of having to always build them regaurdless if you want them or not.
 

Turjan

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As an aside, industrial pollution is greatly reduced when you upgrade your industry from level 1 to level 3. Pollution from level 3 industry hardly crosses a wide road.
 

MarkJohnson

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As an aside, industrial pollution is greatly reduced when you upgrade your industry from level 1 to level 3. Pollution from level 3 industry hardly crosses a wide road.

Actually level 3 buildings have the most pollution. I think you have plopped the Eden Project which eliminates most pollution city wide and it barely escapes the industry areas. My two lane roads only have around 5 out of 500 pollution points crossing the road. so almost nothing.
 

MarkJohnson

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You're simply wrong. Even the pollution overlay displays level 3 in a much lighter brown than level 1.

It is? I've never had issues with level industry making cims sick, only level 3. I don't pay any attention anymore to overlays as I have known to keep a distance form industry to avoid issues. I am away from home for the weekend so I can't test. Maybe show pics of the difference.
 

ristosal

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Here's a level 1 industrial area. Buildings on the left are newer ones

EEDB68EA045CC0D2CAE0488CF2C99FEE24807633


Mix of level 2 and level 3 industrial buildings, with no recent changes to the area. Much lighter shades of brown on the buildings.

12533E88ABBCF05E40F75AA9CE120CC7BD79EC40
 

MarkJohnson

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Yeah, it does look like it produce a tiny bit less. Odd I don't have issues early on. I thought at first it was because it took a while for pollutin to build up, but your level one section is only a few years old. But the ground pollution looks to spread out almost the same.
 

ristosal

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It's a lot more compact near the river though compared to level 1. Those level 3 buildings also produce less noise, similar to high density commercial according to the overlay.
 

MarkJohnson

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It's a lot more compact near the river though compared to level 1. Those level 3 buildings also produce less noise, similar to high density commercial according to the overlay.

I just made a video of my city and added a level 1 and level 2 generic industry at the bottom of the map.

I looked it over very carefjlly and all three levels of generic industry produce the exact same pollution.

With the extended building info mod by billw I coukld get measurements of pollution and they were all maxed out at 100/100 for the most part.

The pollution overlay shows the pollution spreading to the same radius at all three level.

I even plopped a low density commercial building and it measures roughlt 100/100 pollution point axcross the two-lane road and 0/100 on the backside on those commercial buildings.

I then measured noise pollution and it was all over the place. But seems roughly the same as well.

Here's the video I made: (let me know if I missed anything and I can rerun it again)
 

ristosal

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Level 3 has the tightest pollution gradient, even if the difference in spread wasn't that significant. That mod definitely makes things look weird because none of those buildings should pollute as much as the incineration plants, and it has clearly the largest radius with the index of 100.
 

MarkJohnson

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Level 3 has the tightest pollution gradient, even if the difference in spread wasn't that significant. That mod definitely makes things look weird because none of those buildings should pollute as much as the incineration plants, and it has clearly the largest radius with the index of 100.

Could be bugged. All other limits are at 500. I post to author and see what he says.

Incinerator plants have a larger pollution radius, but the pollution amount is just maxed. But the gradients seem shallow and fade quickly. This just makes the buildings just the same pollution wise and no real effective difference between the levels. I mean max pollution is max pollution. It doesn't get any darker brown. I liked SC2013. It just kept spreading ground pollution across the map if you didn't control it quickly.

But I did notice that the level 3 industry was off. If you look at the north end of the industry, you'll see the darkest pollution only goes halfway across the roads, while the southern side of the level 3 district crosses the road and into the grass area. Level 2 and 1 stayed pretty well at the edge of the road or a little over. But I found it ironic that the commerce was fine on the back side at 0 pollution. It must measure at the road edge. as the near side was 100/100, I thought it would be a little less.

Maybe I should have tested with residential. Maybe they're a little more sensitive?