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Co Starring

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that's possible.

anyway, those service cars should first service the nearby issiues and of course - if the nearby issues are solved - the issues, which are far away...


Several people mentioned it would be preferable if you could assign them to serve districts.
I think that's a great idea.
And I agree b.t.w.
 

charlesnew

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I think if people lived much longer in the game, we could have more random deaths. People in the game now, don't really live long, so we wouldn't be able make their deaths really random, since they're probably going to be elderly for a few in game months, and they'll most likely have to die in that short amount of time, still resulting in a death wave. Having them live longer lives, would make it easier to randomise, because then they would be elderly for a few years, and they have the chance to die in that amount of time.

I feel weird talking about when people should die...
 
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Phil V

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Cims are not real so it really doesn't matter, however, if one is looking at a realistic scenario, people get old and it varies from person to person on what age they die at, some may die at an early age, some live until they're a 100 years old.

In all sincerity, for every Cim over a specific age to die all at the same time give the impression it's the players fault whereas it may not be.

As I said in an earlier post, we have no info on how / why they died, was it old age, a serious illness, a plague of some kind or something else.?

If we knew the cause we could most probably fix it, either add more health buildings, increase police coverage etc.

But as it is we just have to guess.
 
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MarkJohnson

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Cims are not real so it really doesn't matter, however, if one is looking at a realistic scenario, people get old and it varies from person to person on what age they die at, some may die at an early age, some live until they're a 100 years old.

I all sincerity, for every Cim over a specific age to die all at the same time give the impression it's the players fault whereas it may not be.

They actually don't all die at the same time. It's just they only seem live to about 4-6 years old. If they didn't scale the sims age, then it would be less noticeable, but when you have a high population they die off in a narrower time frame.

To top it off, they can sit for several weeks before they kill the whole building causing it to go abandoned. I'm not convinced the other cims move out as there are too many abandoned buildings. If you have several families in one building, then they should be able to occupy several different abandoned buildings.

As I said in an earlier post, we have no info on how / why they died, was it old age, a serious illness, a plague of some kind or something else.?

If we knew the cause we could most probably fix it, either add more health buildings, increase police coverage etc.

But as it is we just have to guess.

If you have abandoned buildings from them dying off from the wave. then they are dying from your cemeteries/incinerators not picking them up as they are becoming overfilled. If you look at your incinerators/cemeteries when they are dead everywhere, you'll notice all of your cemeteries/incinerators are near full capacity with only 0-2 trucks in use.

Raising your budget will help, as it will increase the burning rate of incinerators and increase your truck max capacity (this won't matter at this point). Adding cemeteries will help the most though, as it has huge capacity and be empty. I even noticed the other trucks will stop at your cemeteries as I had a cemetery filling, but it had no trucks out yet. lol It must work like simcity and go to the nearest cemetery instead of back to the original one it started from.

I agree that It would be nice if we had a notice of what they died of. I notice there is little notifications of anything going on in the game. I don't even get a description of what I'm bulldozing and have to exit out of bulldozer mode to see if I want to actually bulldoze or just move the building.
 
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dsdeboer

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Interesting thread.

So I was having this problem in one of my more "planned" cities (I would lay down the grid & services and mass zone). I had the gut feeling it had something to do with hearse behaviour, but I wasn't sure. I installed that mod that showed where things were and where they were going and found that all my hearses were in the worst possible places, like driving across the city in traffic to grab a corpse right next to another crematorium whose hearses were somewhere else.

The problem is that the normal hearse behaviour isn't a problem if you zone slowly and have fantastic traffic. But I don't really find zoning slowly fun and part of the challenge of the game is dealing with horrible traffic. So bad traffic + people dying all at once + hearse behaviour = death wave. It's pretty simple queuing theory actually, the input of corpses doesn't have to be very much more than hearses can deal with before the corpse backlog gets crazy. But this is compounded by essentially non-random cim lifetimes along with bad hearse ai.

The ARIS death mod helps a bit with this, it smooths out a lot of the death peaks (and in my city actually decreases the lifespan of my cims because I'm a terrible, terrible mayor) and makes the distribution of deaths more even so you don't have a death peak 85 years after you do your mass zoning.

What really helps is the death mod in combination with the Hearse AI mod. Since my crematoriums aren't centralised (for happiness/land value reasons) they are able to handle the load when it comes.

So basically I think to solve the death wave thing you have to look at making cim's lifespans more variable but also adjust the hearse corpsefinding.
 

MarkJohnson

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So I was having this problem in one of my more "planned" cities (I would lay down the grid & services and mass zone). I had the gut feeling it had something to do with hearse behaviour, but I wasn't sure. I installed that mod that showed where things were and where they were going and found that all my hearses were in the worst possible places, like driving across the city in traffic to grab a corpse right next to another crematorium whose hearses were somewhere else.

Did you by chance check you crematorium capacity? It was probably near full capacity and is probably why another hearse came from across the city. Also, when near capacity crematoriums will have fewer hearses.

You may need to increase your health budget or add more crematoriums to deal with death waves.

The problem is that the normal hearse behaviour isn't a problem if you zone slowly and have fantastic traffic. But I don't really find zoning slowly fun and part of the challenge of the game is dealing with horrible traffic. So bad traffic + people dying all at once + hearse behaviour = death wave. It's pretty simple queuing theory actually, the input of corpses doesn't have to be very much more than hearses can deal with before the corpse backlog gets crazy. But this is compounded by essentially non-random cim lifetimes along with bad hearse ai.

I find having 130ish per cent budget keep death in check. Unless traffic becomes an issue.

The ARIS death mod helps a bit with this, it smooths out a lot of the death peaks (and in my city actually decreases the lifespan of my cims because I'm a terrible, terrible mayor) and makes the distribution of deaths more even so you don't have a death peak 85 years after you do your mass zoning.

What really helps is the death mod in combination with the Hearse AI mod. Since my crematoriums aren't centralised (for happiness/land value reasons) they are able to handle the load when it comes.

So basically I think to solve the death wave thing you have to look at making cim's lifespans more variable but also adjust the hearse corpsefinding.

Since knowing the causes of death waves, I find it fairly easy to manage now without mods. But as the game grows past the 9-tile design, the behavior starts showing to be inefficient. But that makes sense as we're nearly tripling the load of the AI's original design.

Maybe CO needs a 25-tile AI and maybe even a 81-tile AI. To help keep mods from overwhelming this game. I think they need to stop relying so much on modders fixing the game and CO focusing more on game mechanics and balancing. I think this will make it easier on everyone in the long run.
 

dsdeboer

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Did you by chance check you crematorium capacity? It was probably near full capacity and is probably why another hearse came from across the city. Also, when near capacity crematoriums will have fewer hearses.

You may need to increase your health budget or add more crematoriums to deal with death waves.

I find having 130ish per cent budget keep death in check. Unless traffic becomes an issue.

Yeah, that's what I was doing originally to manage death waves but due to the way I was zoning I would have to go to 150% budget and spam a bunch of crematoria. I made sure my coverage was good (ie crematoria were spread out with the population). I always had a lot more capacity than than dead people. And this was within the 9-tile limit, sometime within 1 tile when I was really going for it.

So I did learn a bunch of (non-mod) tricks on how to deal with the waves. I just found it annoying to have to do, you know?

Either way, the mods don't radically change the game mechanic, they just adjust it to make more sense. I normally don't like mods that much especially when they feel like cheating but these these mods just feel right.

I think they need to stop relying so much on modders fixing the game and CO focusing more on game mechanics and balancing. I think this will make it easier on everyone in the long run.

I really hope they take some inspiration from some of the mods that fix problems in the game, even if CO doesn't see the problem as a problem per se...
 

jcitron

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I have seen this too, but I wonder if it's more due to the hearses being unable to pick up the dead bodies, meaning the bodies pile up so it looks more like a wave of deaths than it is.

That said, I noticed that if there is too much noise pollution the cims get sick and then die, repeatedly as families move back into the same homes.
 

MarkJohnson

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I have seen this too, but I wonder if it's more due to the hearses being unable to pick up the dead bodies, meaning the bodies pile up so it looks more like a wave of deaths than it is.

Not sure what you mean by hearses not being able to pick up the bodies. They can pick up bodies just fine. They just fill up capacity faster than they can pick them all up and then they slow down to 0-2 hearses on the road as there is no room for more bodies.

That said, I noticed that if there is too much noise pollution the cims get sick and then die, repeatedly as families move back into the same homes.

Yes, this can add to the issue as well. Too much noise pollution usually means high traffic which means slowing the hearse from reaching their destinations in a timely manner or rerouting their path, which means causing more death to pile up from not picking them up at all and cims dying from noise pollution.

I know death waves certainly can trigger domino affects.

I know my first death wave map wide was from raising my taxes from 9% to 13% instantly and everyone moved out while I was zoomed in constructing roads and zoning a new area. I start noticing dead cims on the edge of scrolling around my new area then realize it is an epidemic when I zoom out and lost half my population across every inch of my map. lol Which of course sunk me in the red as I was near the red when I raised my taxes.
 

ColonelDebugger

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Every time I've seen mass deaths in my city, I checked the pollution view and tracked it down to tainted water making people sick (shows up as brown pipes). Fixing the water supply ultimately cleared it up.
 

jcitron

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Not sure what you mean by hearses not being able to pick up the bodies. They can pick up bodies just fine. They just fill up capacity faster than they can pick them all up and then they slow down to 0-2 hearses on the road as there is no room for more bodies.



Yes, this can add to the issue as well. Too much noise pollution usually means high traffic which means slowing the hearse from reaching their destinations in a timely manner or rerouting their path, which means causing more death to pile up from not picking them up at all and cims dying from noise pollution.

I know death waves certainly can trigger domino affects.

I know my first death wave map wide was from raising my taxes from 9% to 13% instantly and everyone moved out while I was zoomed in constructing roads and zoning a new area. I start noticing dead cims on the edge of scrolling around my new area then realize it is an epidemic when I zoom out and lost half my population across every inch of my map. lol Which of course sunk me in the red as I was near the red when I raised my taxes.

I'll explain... If the hearses can't pick up enough dead people then there may not be enough crematoria around for dead. If the traffic is horrible, then they can't get there to pick up the bodies so the bodies are then piling up... and of course the loud traffic and noisy places like next to factories will make people ill from the noise as well as the other pollution. This then becomes a vicious cycle.

I too did the same with taxes and had a lot of dead people, and not just abandoned houses and buildings. I wonder if it's because they got their property tax bill and then jumped out the window! I've been shocked before with big bills marked "Due upon receipt of notice" and fainted! :D
 

ma2412

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stupid question:
what is the difference (of course, in game!) between cemetery and crematorium?
first has more capacity but stores corpses permanently?
second "stores" corpses a shorter time but, capacity is low?

if so, then crematoriums are for "every-day-use and cemeterys are for "death-waves" (if cremas cannot handle the masses)?
of course, if traffic is able to get those service cars easily to the corpses...
 

MarkJohnson

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stupid question:
what is the difference (of course, in game!) between cemetery and crematorium?
first has more capacity but stores corpses permanently?
second "stores" corpses a shorter time but, capacity is low?

if so, then crematoriums are for "every-day-use and cemeterys are for "death-waves" (if cremas cannot handle the masses)?
of course, if traffic is able to get those service cars easily to the corpses...

Pretty much correct. Cemeteries you have to empty when they get full and take away from death collecting. I do this after death waves. I think, but totally a guess, that the cemeteries empty into crematoriums and may slow crematoriums down as well. Never tested this, but it sure felt like it. So I stop using cemeteries, but leave them on the map in case of death waves so they can be called into action immediately.

Crematoriums don't need emptying, they dispose of the dead at a low rate. Increasing budget increases this rate. I always have twice what I need to help prevent death waves. I haven't had a death wave in a long time, and when I do it is from traffic slowing collection of dead cims.

edit:
Once you get a death wave started, it turns into a cycle as cims have a short life span (4-6 in-game years) so they will die of natural causes at roughly the same time. This cycle will happen a few times before dissipating to normal death and no more waves.
 
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TinyWiking

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No need to post in a 2 year old thread, if you have an issue that relates to this feel free to start a new one ;).
 
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