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DukePingwin

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Hi,

Confusing way to post a topic, but edit will do... Ok, I got the game from the Epic store around Christmass but as my PC is not up for the task switched to my Playstation and that works a lot better. Been playing quite a bit and got 3 cities over a 100k residents. I keep running into returning issues:

- Deathcare. Even without deathwaves and a stable 250-300 deaths a week I seem to need about 2k crematorium capacity as a minimum to avoid any dead body signals to turn red. When I follow a hearse for a bit I notice it regularly drives past a house with a dead person because well, I don't really know. As the maintenance on crematoria is pretty high this makes medical care my largest expense by far. Clinics, garbage, police and firebrigade services all work really well as long not in the red and the recycling facilitity even does when not too deep in the red but the deathcare stuff.... Am I doing something wrong?

- After the start 1k citizen financial problems are pretty much gone, but after about 20k residents my excess income seems to drop. I am now with a city at 90k residents with only 4-5k income while the same city had a healthy $1 per resident when around 20k. All my cities seem to have this development pattern, and I do not place high maintance special buildings.

- When I build public transport some stops will be very popular and a large crowd forms. When I follow a person in the crowd for a bit and wait for the bus to come they cannot fit in, nor the next or the next and well, they will probably end their life there. Does this 'getting stuck' have some effect on what happens in the game? Or can I ignore this? I have this in my last city with trains dropping way more people than my metro can ever move out...

- I think I know the answer, but there is no way on the playstation to unlock anything being the 9 tiles, right? Would love to have say 12...
 
Last edited:

perafilozof

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- Deathcare.
The hearse run in their own schedule. Watching them will just give you a headache. As for the price, it will get offset by tax income. About that:
- After the start 1k citizen financial problems are pretty much gone, but after about 20k residents my excess income seems to drop. I am now with a city at 90k residents with only 4-5k income while the same city had a healthy $1 per resident when around 20k. All my cities seem to have this development pattern, and I do not place high maintance special buildings.
This I have tested and recorded and explained. The more money you have in your bank the less tax income you will get from RCI. This is by game design. Why? Developers never explained. You can see this in action here: (from 20k profit to 1,000,000 income) just by emptying my bank account.
- When I build public transport some stops will be very popular and a large crowd forms. When I follow a person in the crowd for a bit and wait for the bus to come they cannot fit in, nor the next or the next and well, they will probably end their life there. Does this 'getting stuck' have some effect on what happens in the game? Or can I ignore this? I have this in my last city with trains dropping way more people than my metro can ever move out...
No, no negative aspects. The simulation will fix it self.

- I think I know the answer, but there is no way on the playstation to unlock anything being the 9 tiles, right? Would love to have say 12...
Yes, with no mods, only 9 tiles.

If you have any other questions feel free to ask.
 

DukePingwin

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Thanks a lot, the income video was pretty cool! It seems the net income per cim is about $1 per week and it drops as the capital grows. So I can easily buy a bunch of high maintenance buildings as my income now is about 6 cents per cim...

Glad to hear the piling of people for public transport is not an issue, I would not know how to solve that one.
 

Fox_NS_CAN

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Deathcare. Even without deathwaves and a stable 250-300 deaths a week I seem to need about 2k crematorium capacity as a minimum to avoid any dead body signals to turn red. When I follow a hearse for a bit I notice it regularly drives past a house with a dead person because well, I don't really know. As the maintenance on crematoria is pretty high this makes medical care my largest expense by far. Clinics, garbage, police and firebrigade services all work really well as long not in the red and the recycling facilitity even does when not too deep in the red but the deathcare stuff.... Am I doing something wrong?

Services can respond to needs citywide. This can sometimes (often) result in a service responding to a need on the far side of the city. If a hearse has to cross the city, it can take some time to make the pickup.

If you see a dead person waiting for pickup, and a new hearse spawns in that neighborhood and drives by without stopping, it is likely that a hearse is already coming for that body and just hasn't gotten there yet.

So having excellent deathcare coverage is important, but so is good traffic. If your traffic is bad, hearses will take even longer to come pick everyone up.
 

Sheller

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Cash always levels off to some point:
1611268823515.png


If you have tons of crematoriums and still see death issues, we'd have to see your city to really know.
Anything from jams to having a long road network can cause strange issues with deathcare coverage.
And the stakes are of course super high. If you have flashing red skulls, people will be fleeing those properties in those moments.

Cims getting stuck is a problem and will lead to malaise in your city. Fixing it will always see a stats boom.
It really just comes down to having too many people too close to a popular stop.
Disburse and distribute zoning so that people everywhere can walk to what they need

1611269264559.png

1611269368613.png



New player, give these threads a look






1611268785848.png


1611269498074.png
 

MarkJohnson

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If roads are clear, and you still have dead collection issues, then you likely meed more death care. The stations send out a limited number of hearses at a time, so you will need more stations.

Also, as you expand, your city still matures and still levels up and continues to call in more cims, so they may need extra coverage now, when before you had barely enough.

Also, check your pollution, poisoned cims will die prematurely and can overload deathcare.

FYI, you shouldn't be getting even one dead body signal. If you have any dead signs, you are late and may not have enough coverage.

As for maintenance, keep education plentiful. This controls building levels. residential will only level up if they are at the next education level. So keep full education. The first three buildings I plop are schools only, then a garbage dump.

This game hands out a lot of money, so keep non-service buildings at a minimum until mid-late game.

Keep an eye out for noise pollution. It is often a silent killer (pun intented). Your cims will start getting sick for no obvious reason, but the noise pollution gets them as buildings start reaching max levels. Only residential are fatally affected by sound pollution, so be careful plopping stuff in your residential districts. Make sure building have no noise pollution attached, or transportation stops. Commerce also has noise pollution, so keep it a block or so away, or it poison your cims. Mixing residential and commerce can be very problematic.