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JuliusAlexander

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The map I'm using is predominately farming but there's a small area that has everything else in it so I've centralised my specialised industry around that area, including my unique factories, each of which has a warehouse containing the required goods sat right next to it in the direction of traffic flow for the entrance in order to minimise transportation time.

I have a couple of areas with a couple of offices placed for aesthetic reasons, and to provide local jobs, but the main area for Office was designed as a financial centre. I can quite easily convert it to IT though. The reason for its size is down to the high demand for industry and a highly educated populace.

You'll have to explain to me how to provide a zoning map, I have no idea how to do that, sorry.
 

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The map I'm using is predominately farming but there's a small area that has everything else in it so I've centralised my specialised industry around that area, including my unique factories, each of which has a warehouse containing the required goods sat right next to it in the direction of traffic flow for the entrance in order to minimise transportation time.

I have a couple of areas with a couple of offices placed for aesthetic reasons, and to provide local jobs, but the main area for Office was designed as a financial centre. I can quite easily convert it to IT though. The reason for its size is down to the high demand for industry and a highly educated populace.

You'll have to explain to me how to provide a zoning map, I have no idea how to do that, sorry.
For the map: Overhead screenshot of the city with the zoning info map active, or a CSL Map (it's a mod that'll make a map of your networks, buildings, etc) picture.

Another thing you could try doing with your industry is turning on the Space Planning and/or Industry 4.0 policies. Industry 4.0 effectively gives factories the same worker requirements as an equivalent office and boosts their output by 50%; ISP doubles factory output.

For reference, this is the RICO balance of the city I'm currently working on:

9A2A4D9B1E38762729CF0F345E757ACFA57A00D6


Now, I'm running the Transfer Manager mod, which helps with latency on the requests. That may also be something you want to look into, especially since your industry appears to be exporting lots of goods even as your commercial screams. But you *shouldn't* need as much industry as you've got.


(Also, quick note: The most effective budget point is 101%. It buys you an extra vehicle per building on any service that uses them and is 1:1 effective in terms of dollars spent to result for just general capacity increases. Going to the budgetary extremes, on the other hand, actually increases how much you're spending for the same result; 150% spend only gets 125% capacity, and 50% spend gets you 25% capacity. Turning things on/off or building more of them are usually better ways to control budget/service balances.)
 

Ragga Muffin

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OK Sorry about that last night, your reply dropped just as I was going to bed. The 100 generic goes to the heart of the original question, those 100 generic are powering 80 commercial, which means the ratio of factory to commercial is higher than 1:1 which is utter nonsense, it's not I know for an absolutely 100% fact it's not because I did testing and one factory can supply several commercial but for some reason not in my game. And it's not just 100 generic, I have a fish factory doing the same thing, and unique industry doing the same thing, so all in all the ratio is ridiculously high yet I cannot increase my commercial without them all begging for more goods to sell which I can never provide because I can never get enough materials to my factories to keep up and I don't understand why. For now I'm ignoring commercial demand altogether and I'm more concerned with the catastrophic drop in income.

For power I use a Fusion plant which is the same price as a Nuclear, but clean and generates more power. I know the coal plant is widely considered to give you the best bang for your buck but it doesn't, the Fusion plant does by a wide margin. Coal costs 17.5 per MW as opposed to the Fusion costing 0.62 per MW coupled with what is in effect infinite energy, more than offsets its giant footprint and huge outlay and ongoing cost.

Anyway, I have reduced my allocation of workers to Industry back to 100%, and reduced all my public transport to 50%, dropped my education worker budget back to 100%, increased by oil production by 33% (i.e. added another three oil wells), reduced all public transport budgets to 50%, added a warehouse/storage facility as the next building along directly on the path of headed traffic so the journey is as short as it can possible be. I also increased all Unique Factory production to 150%, and added a few more fishing routes to keep the factory online. The result of this cost cutting? My income dropped a further 46K. This is insanity. Real world economics do not work this way, businesses do not undertake cost cutting measures and see their profitability drop by 200%, something is wonky somewhere because this is literally impossible mathematics. 2-1 does not equal 4.5.
Dude, i miss completely, guy below corrects me, but id still say you under populated by about 50k and the rest is still relevent

No apol nessesary, im awake at strange times
Your actual zoned area by res is skewed because you use a lot of low res. I have many small rivers, rocks and waterfalls splitting thing up so i have to zone a lot of high even if a lot of it is 1x1 or 2x2. But even so, thats still a lot of res.

Well iv not unlocked my fusion plant yet, I picked up csl quite late. But ive heard it does strange things to your employment.
Murder the fusion plant, it makes your whole city educated or something like.
So your pop will all gravitate towards offices and your high level commercial, which at the fusion plant building stage the indy should be very small area, 4.0 indy

so those 3 extra fisherys wont get anything, even normally i keep areas mostly uneducated to force people to work there if i actually want anything to come out off my low tech indy, i actually just use fisherys as moving asphetics and dont care if it makes money or even produces fish
Same with offices, i actually have no idea how it makes money tbh, nor do i care. I actually just use it as asphetics and a sound buffer for my res.
So in short, everybody is working in shops to go shopping in other shops, indy dlc wont show when its under populated, id take bets that your indy would happily employ another 50k pop. And that MASSIVE amount of generic is stealing what pop you just gave the budget for in your uniques.

You MAY be able to grow into the 1/4 mil that you should have before even considering those bigger end game assets.
But i wouldnt even bother, go back to ocean generators and solar up draft, then i would go into a massive res development, swap out that low for high
Careful tho, not too fast, death wave are mostly a thing of past, so id replace 9X 4X4 with high in those sizes pocket around your city about 5 pockets per year on fast speed (not that my xbox would ever let me do that, poor thing would melt).
 
Last edited:

Ragga Muffin

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That's the Hadron Collider you're thinking of. The Fusion Power Plant is just a power plant.
omg ty, it is the hydron colider, id not even noticed the fusion plant in list yet. Im sure i noticed it once but its not needed for myself or OP
Great save
 
Last edited:

JuliusAlexander

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For the map: Overhead screenshot of the city with the zoning info map active, or a CSL Map (it's a mod that'll make a map of your networks, buildings, etc) picture.

Another thing you could try doing with your industry is turning on the Space Planning and/or Industry 4.0 policies. Industry 4.0 effectively gives factories the same worker requirements as an equivalent office and boosts their output by 50%; ISP doubles factory output.

For reference, this is the RICO balance of the city I'm currently working on:

9A2A4D9B1E38762729CF0F345E757ACFA57A00D6


Now, I'm running the Transfer Manager mod, which helps with latency on the requests. That may also be something you want to look into, especially since your industry appears to be exporting lots of goods even as your commercial screams. But you *shouldn't* need as much industry as you've got.


(Also, quick note: The most effective budget point is 101%. It buys you an extra vehicle per building on any service that uses them and is 1:1 effective in terms of dollars spent to result for just general capacity increases. Going to the budgetary extremes, on the other hand, actually increases how much you're spending for the same result; 150% spend only gets 125% capacity, and 50% spend gets you 25% capacity. Turning things on/off or building more of them are usually better ways to control budget/service balances.)

I'm not able to do an overhead shot with the zoning on, the best I can do is show you the key areas on an unbuilt version map of the map I'm using. Bear in mind this is going to be rough because I have as much talent in art as I do in naming conventions for my Cities.

Zone Map.png

1. All areas are linked via Metro and contain at least one station, and all stations are connected to each other and run through the hub.
2. The Top left island's residential is the only area that doesn't use Tram as its main Public transport.
3. Cargo hub is not working properly (doesn't receive ships (six months later I'm still waiting for someone to tell me why?))
4. All residential roads are bike roads, and several areas are linked together via pedestrian paths and bridges, and the 'Encourage Biking' Policy is active across the entire map.
5. There is a coastal tram road that runs from Cargo Hub in the North to the Residential in the south (next to the National Park) that has heavy vehicles banned. A collector runs from next to Cargo Hub (Highway exit) to the outskirts of the 'Residential (Train Station)' for heavy traffic. All my specialist industry, my unique factories, and my largest Generic industry zone run either side of that collector (but not off it).
6. All other Industrial zones are minor and designed to service their respective Residential areas. Point of note: The Office has this because it also comprises of some Residential and Commercial, it's simply predominately Office.

I can try Industry 4.0 but likely as not the issue of lacking enough materials to meet demand for goods is going to reoccur regardless. It would help greatly if the game bothered to tell me what materials the factories are missing. I could turn some of it over to eco, now I think of it, since I have a large fishing industry. Side question: Why don't Fish Markets contribute towards your Commercial? Seems like an oversight on the Dev's part.

I do have Transfer Manager but for the life of me I cannot remember how you do that. Right now I use it only to set each localised industrial area to supply outgoing goods within the district only to reduce transport times.

Dude, i miss completely, guy below corrects me, but id still say you under populated by about 50k and the rest is still relevent

No apol nessesary, im awake at strange times
Your actual zoned area by res is skewed because you use a lot of low res. I have many small rivers, rocks and waterfalls splitting thing up so i have to zone a lot of high even if a lot of it is 1x1 or 2x2. But even so, thats still a lot of res.

Well iv not unlocked my fusion plant yet, I picked up csl quite late. But ive heard it does strange things to your employment.
Murder the fusion plant, it makes your whole city educated or something like.
So your pop will all gravitate towards offices and your high level commercial, which at the fusion plant building stage the indy should be very small area, 4.0 indy

so those 3 extra fisherys wont get anything, even normally i keep areas mostly uneducated to force people to work there if i actually want anything to come out off my low tech indy, i actually just use fisherys as moving asphetics and dont care if it makes money or even produces fish
Same with offices, i actually have no idea how it makes money tbh, nor do i care. I actually just use it as asphetics and a sound buffer for my res.
So in short, everybody is working in shops to go shopping in other shops, indy dlc wont show when its under populated, id take bets that your indy would happily employ another 50k pop. And that MASSIVE amount of generic is stealing what pop you just gave the budget for in your uniques.

You MAY be able to grow into the 1/4 mil that you should have before even considering those bigger end game assets.
But i wouldnt even bother, go back to ocean generators and solar up draft, then i would go into a massive res development, swap out that low for high
Careful tho, not too fast, death wave are mostly a thing of past, so id replace 9X 4X4 with high in those sizes pocket around your city about 5 pockets per year on fast speed (not that my xbox would ever let me do that, poor thing would melt).

As I showed you the maths, the Fusion plant is by far he most efficient cost per megawatt powerplant in the game, and at 16K MW output, your city would have to be insane to run out of power, so you can always reduce the running cost and still have more than enough power you'll ever need. That's why it's the single most expensive power plant in the game. To put it in perspective it costs the same as a Nuclear Power Plant to run (10K/week) and provides 25 times the power output, or to put it another way, one Fusion plant is equal to 400 coal plants. For all intents and purposes that is infinite power. Once you unlock it, there's no reason not to. Also I only have one area on the entire map that is low density residential, everywhere else is high density, albeit most of it is low-rise.

General question to everyone, because a thought occurred to me last night that might be the answer. Are taxes based upon the level of building rather than the number of Cims? Because I tore down a bunch of level 5 buildings and even though the replacement Residential area is 50% larger, every building is level 1 and it's after doing that that my economy goes to shit. At the very least there appears to be a correlation.
 

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I'm not able to do an overhead shot with the zoning on

All you need to do is look straight down and hit the zoning button, then screengrab. Might need ACME or something similar to get high enough to see everything at once, but you're running a modded build so that shouldn't be a bar.

3. Cargo hub is not working properly (doesn't receive ships (six months later I'm still waiting for someone to tell me why?))

I don't know why that would be, offhand. Have you tried placing them elsewhere, or other types of harbours, to confirm that the outside connections for ships are functional? Sometimes they can be temperamental.

5. There is a coastal tram road that runs from Cargo Hub in the North to the Residential in the south (next to the National Park) that has heavy vehicles banned. A collector runs from next to Cargo Hub (Highway exit) to the outskirts of the 'Residential (Train Station)' for heavy traffic. All my specialist industry, my unique factories, and my largest Generic industry zone run either side of that collector (but not off it).
6. All other Industrial zones are minor and designed to service their respective Residential areas. Point of note: The Office has this because it also comprises of some Residential and Commercial, it's simply predominately Office.

I assume, given this, your commercial areas are scattered around and not concentrated, yes? Have you checked the routing of the trucks on the designated heavy traffic road to see if they're doing anything silly?

I can try Industry 4.0 but likely as not the issue of lacking enough materials to meet demand for goods is going to reoccur regardless. It would help greatly if the game bothered to tell me what materials the factories are missing. I could turn some of it over to eco, now I think of it, since I have a large fishing industry. Side question: Why don't Fish Markets contribute towards your Commercial? Seems like an oversight on the Dev's part.

I do have Transfer Manager but for the life of me I cannot remember how you do that. Right now I use it only to set each localised industrial area to supply outgoing goods within the district only to reduce transport times.

Industry 4.0 and ISP will also increase the output of specialist industrial areas, if applied to them. So you could, e.g., selectively boost those but only apply one or the other policy to your generics.

As for not knowing what material you're missing, it'd be nice if you got more details from the game, yeah. One way to at least guess at it is to check your I/E screens; from the ones you've posted I would think it's likely to be ag, or mining, as they have the biggest import-to-export ratios out of everything bar the finished goods. You can also use Transfer Manager to inspect the offers for the individual buildings and see which ones it's not receiving quickly. Or do the vanilla route inspection on either the main access to a given industrial zone, or on individual complaining buildings, and see where their trucks are. This mod, Traffic Volume, can tell you *exactly* how many trucks (and other things) are trying to path to or from a building: https://steamcommunity.com/sharedfiles/filedetails/?id=2858654134, which can also be useful in diagnosing problems like this.

NOTE: I have also noticed with TM that, if ghost vehicles accumulate, it starts impacting my industry in the same fashion you're describing (generic goods factories complaining about lack of resources), because all of a building's trucks are glitched. You could try clearing ghost vehicles in the maintenance tab, and see if that alters anything.

In addition, if you're setting 'prefer local districts' on your industrial buildings, that will mean that they *will not start responding* to goods requests outside those districts until the warning icon starts flashing, and they'll just dump to warehouses or export instead. And if you've the same setting on the warehouses, they won't either, and will just horf stuff out of your city instead of to your commercial buildings, who, since the industry areas aren't responding to their offer, then try to import it instead.

Honestly with TM there's a lot of ways to shoot yourself in the foot. It might be worth clearing any custom settings you've done and just let it use its default nearest-distance algos, and seeing what happens.

As I showed you the maths, the Fusion plant is by far he most efficient cost per megawatt powerplant in the game, and at 16K MW output, your city would have to be insane to run out of power, so you can always reduce the running cost and still have more than enough power you'll ever need. That's why it's the single most expensive power plant in the game. To put it in perspective it costs the same as a Nuclear Power Plant to run (10K/week) and provides 25 times the power output, or to put it another way, one Fusion plant is equal to 400 coal plants. For all intents and purposes that is infinite power. Once you unlock it, there's no reason not to. Also I only have one area on the entire map that is low density residential, everywhere else is high density, albeit most of it is low-rise.

I *believe* a full-output hydro dam actually beats out the fusion plant (though it's been a long while since I ran the numbers). but those are genuinely enormous installations that basically need to have a map specifically designed to make them possible, whereas a fusion plant is something you can plop down pretty easily once you hit the unlock.

General question to everyone, because a thought occurred to me last night that might be the answer. Are taxes based upon the level of building rather than the number of Cims? Because I tore down a bunch of level 5 buildings and even though the replacement Residential area is 50% larger, every building is level 1 and it's after doing that that my economy goes to shit. At the very least there appears to be a correlation.

Firm data on what *exactly* is taxed is hard to find, which is weird for a game that's ten years old, but higher level buildings do definitely generate more income than lower level ones.
 

JuliusAlexander

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For what it's worth, here you go, good luck figuring out zoning in that mess.

1.png2.png3.png

This is precisely why I didn't do this in the first place. My biggest import is forestry which as far as I know, has nothing to do directly with generic industry.

In addition, if you're setting 'prefer local districts' on your industrial buildings, that will mean that they *will not start responding* to goods requests outside those districts until the warning icon starts flashing, and they'll just dump to warehouses or export instead. And if you've the same setting on the warehouses, they won't either, and will just horf stuff out of your city instead of to your commercial buildings, who, since the industry areas aren't responding to their offer, then try to import it instead.

I know, that's the point of having localised industry. Only the largest industrial area has it turned off. Think of it this way, your average woodyard isn't supplying the whole country, it's supplying local construction firms, where as your local Ford Motor plant isn't supplying the local community it's a country, if not continent, if not world wide supplier. This is what I've done, divide my generic industry into local and 'national' suppliers. I'm not saying it works, simply that it was one solution I was exploring after everything went pear shaped, but in theory I don't see why it wouldn't. Selecting a building for a commercial zone would be some serious next level micromanagement and is better used in specialised industry, such as setting your ore mines to exclusively service your grinders.

Yes, the Hyrdro plant is the best on paper but that's if you can get 16K, and have a map suitable for one. Good luck on a desert map. I have a natural bias towards Fusion anyway. I've been waiting 30 years for it my whole life.
 

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I'm not able to do an overhead shot with the zoning on, the best I can do is show you the key areas on an unbuilt version map of the map I'm using. Bear in mind this is going to be rough because I have as much talent in art as I do in naming conventions for my Cities.

The is a button for building levels in info views that looks like a star with a circle around it near the top.

3. Cargo hub is not working properly (doesn't receive ships (six months later I'm still waiting for someone to tell me why?))

Cargo stations need direct line of sight to the shipping lanes of the outside connection. It there is a slight curve or an embankment that sticks out a little too far, it won't connect to it and no ships will come or go..

6. All other Industrial zones are minor and designed to service their respective Residential areas.

Industry doesn't service Residential. They only provides jobs to them.

Point of note: The Office has this because it also comprises of some Residential and Commercial, it's simply predominately Office.

I'm not sure what you mean by this?

As I showed you the maths, the Fusion plant is by far he most efficient power plant.

Yes, the fusion power plant is OP. just like all other Monuments. Just be careful of them, some are too powerful and will mess up your city badly.

General question to everyone, because a thought occurred to me last night that might be the answer. Are taxes based upon the level of building rather than the number of Cims? Because I tore down a bunch of level 5 buildings and even though the replacement Residential area is 50% larger, every building is level 1 and it's after doing that that my economy goes to shit. At the very least there appears to be a correlation.

The taxes are based on what you set them to in the tax menu. Income from taxes is based on each buildings level. Level 5 buildings generate more income than level 1 buildings. Attractiveness has an effect on them as well.

Also, a level 5 building roughly houses twice as many cims as a level 1 building. So losing 50% of your income makes sense.

Here's a wiki on zoned buildings and their effects:

Book mark it. There is all kinds of details on the whole game in there.
 

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This is precisely why I didn't do this in the first place. My biggest import is forestry which as far as I know, has nothing to do directly with generic industry.

Yes, zoned forestry is precisely for generic industry. Generic industry uses all 4 zoned specialized industry. You need all 4 of forestry, farming, oil, and ore to equally zoned to fully provide generic industry with almost no imports.

so a 4x4 grid of generic industry needs 1-forest, 1-farm, 1-oil, and 1-ore to be self-sufficient.
 

JuliusAlexander

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1. The is a button for building levels in info views that looks like a star with a circle around it near the top.



2. Cargo stations need direct line of sight to the shipping lanes of the outside connection. It there is a slight curve or an embankment that sticks out a little too far, it won't connect to it and no ships will come or go..



3. Industry doesn't service Residential. They only provides jobs to them.



4. I'm not sure what you mean by this?



Yes, the fusion power plant is OP. just like all other Monuments. Just be careful of them, some are too powerful and will mess up your city badly.



5. The taxes are based on what you set them to in the tax menu. Income from taxes is based on each buildings level. Level 5 buildings generate more income than level 1 buildings. Attractiveness has an effect on them as well.

Also, a level 5 building roughly houses twice as many cims as a level 1 building. So losing 50% of your income makes sense.

Here's a wiki on zoned buildings and their effects:

Book mark it. There is all kinds of details on the whole game in there.

1. Yes, building levels? I'm not sure what that has to do with zoning maps though?
2. I know, but you can't place them if they don't have line of sight, the building is red until you get line of sight.
3. Never said it did?
4. Probably because I missed a word. Office 'Zone'. See the original map for context.
5. Then that might well be the answer to why my income collapsed. As I said, I tore down a very large residential area of level 5 buildings and even though the new area was larger, it's all level 1 buildings. That would constitute a substantial drop in taxes and I wasn't making bucket loads to begin with.
 

MarkJohnson

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1. Yes, building levels? I'm not sure what that has to do with zoning maps though?

You were having trpoubles showing RCI zoning on the map.

The building levels you you the same buildings that you should be able to see clearly, plus they are color coded better by levels, the darker they are, the higher level they are.

I prefer it over RCI overlay as it shows more info than basic distrct info.

2. I know, but you can't place them if they don't have line of sight, the building is red until you get line of sight.

Oh yeah, I forgot.

3. Never said it did?

Maybe there is a translation error, but you said:
6. All other Industrial zones are minor and designed to service their respective Residential areas.


5. Then that might well be the answer to why my income collapsed. As I said, I tore down a very large residential area of level 5 buildings and even though the new area was larger, it's all level 1 buildings. That would constitute a substantial drop in taxes and I wasn't making bucket loads to begin with.

That is surely the issue. non-issue. You destroy stuff it loses all its value, then it restarts over and builds all-over again from level1 for some reason.
 

JuliusAlexander

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1. I see what you mean. It's not very saturated though, I'll have to play around with the colour settings.

3. That's because you're missing context. I have small, satellite industrial areas set up to service the commercial property in their local residential zones, rather than relying solely on a centralised generic industry zone. So a residential district will have an industrial district set just outside of pollution range, with half a dozen factories to run its local commercial and act as a buffer for the larger, central one to deliver goods. As I said, I don't know if it will work, it's just a strategy I'm trying out to solve the lack of goods issue I keep running into.
 

MarkJohnson

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1. I see what you mean. It's not very saturated though, I'll have to play around with the colour settings.

Yeah, it could be a little brighter. Even on my HDR monitor, it is still a little dingy. But I prefer it so I can see how and why district is maturing.

3. That's because you're missing context. I have small, satellite industrial areas set up to service the commercial property in their local residential zones, rather than relying solely on a centralised generic industry zone. So a residential district will have an industrial district set just outside of pollution range, with half a dozen factories to run its local commercial and act as a buffer for the larger, central one to deliver goods. As I said, I don't know if it will work, it's just a strategy I'm trying out to solve the lack of goods issue I keep running into.

That makes more sense.. Just be careful of mixed zoning, as buildings create pollution (noise, water, and ground) that can poison cims in residential areas.

There is no sickness mechanic in the game, so if you see an ambulance, chase it down and find where it is going and fixed the poisoni9ng ASAP. Heathcare (hospitals and clinics) should be empty at all times.
 

JuliusAlexander

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Yeah, it could be a little brighter. Even on my HDR monitor, it is still a little dingy. But I prefer it so I can see how and why district is maturing.



That makes more sense.. Just be careful of mixed zoning, as buildings create pollution (noise, water, and ground) that can poison cims in residential areas.

There is no sickness mechanic in the game, so if you see an ambulance, chase it down and find where it is going and fixed the poisoni9ng ASAP. Heathcare (hospitals and clinics) should be empty at all times.

How do you mean there's no sickness mechanic? There's literally an icon for sick residents?
 

ASGeek2012

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There is no sickness mechanic in the game, so if you see an ambulance, chase it down and find where it is going and fixed the poisoni9ng ASAP. Heathcare (hospitals and clinics) should be empty at all times.
Residents will get sick if their residence overlaps with ground pollution or pollution gets into the water supply.

Residents can also get sick from being too close to noise pollution.

That to me qualifies as a sickness mechanic.
 

Fox_NS_CAN

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Residents will get sick if their residence overlaps with ground pollution or pollution gets into the water supply.

Residents can also get sick from being too close to noise pollution.

That to me qualifies as a sickness mechanic.
Nobody gets disease. Nobody gets injured. No flu season. No colds. No epidemics. No pandemics.

"Sickness" comes as a result of:
* Poisoned ground (Ground pollution)
* Poisoned water (water pollution)
* Poisoned... um... audio spectrum (Noise pollution)
 
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ASGeek2012

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Nobody gets disease. Nobody gets injured. No flu season. No colds. No epidemics. No pandemics.

"Sickness" comes as a result of:
* Poisoned ground (Ground pollution)
* Poisoned water (water pollution)
* Poisoned... um... audio spectrum (Noise pollution)
Right. And all that qualifies as sickness. So yes, the game has a sickness mechanic. It's a very sparse one, granted, but my point is that it's there.
 
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MarkJohnson

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Except poisoning isn't a sickness and it's localized. Poison is actually killing you if you don't stop the poisoning. an intentional act. It targets specific areas only.

Sickness would be like a cold, flu, chicken pox, e. coli, etc. These things will spread city wide (globally).

But in my cities, I have learned to avoid pollution, as it only affects residential areas. So if you keep pollution at bey, (pollution only spreads a few blocks except for maybe a few buildings.) sickness doesn't exist in most of my cities. And no, I don't use mods.

You can place polluted buildings in job areas with only a minor hit in happiness. I just make sure all polluted building are a few blocks away from the border of any residential zones.

I'm sure CS2 will have more of a sickness mechanic to deal with.
 

JuliusAlexander

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"Except poisoning isn't a sickness" I should think one would get pretty sick if one was poisoned. What I would say though is the entire pollution/sickness mechanic needs a major overhaul in Cities 2. The two villages either side of the one I live in both have small industrial estates. Not all industry is polluting, in fact most of it is not, especially with modern regulations. Similarly noise pollution is wholly unrealistic because almost all noise polluting industries work during the day when everyone around is at work. There's no one around to complain. It really is quite common in the UK to have industrial estates in or around population centres so it would be nice if CS2 had a more refined mechanic rather than CS1's blunt approach to it.
 
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