When do citizens decide to go to work, shop, go back home, etc?

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gsxdsm

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We know there isn't a rush hour or set schedule in the game (yet!) - However, how do residents determine when they need to go to work, school, shopping, etc, and how often will they do it? Will CIMs regularly go to the same job (and back home) or will they go to one job, then home, then to a new job?
 

ali.usman

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Obviously they cannot do all this in "5 secs = 1 day" threshold so they will just do it random when they feel like it .

For example they will stay home for 30 days and then go to work for 18 days and then for shopping for 5 days

Sounds right, right?
 

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It wont be completely random, they will have certain needs that need to be fulfilled, which is why they will go places. They are supposed to maintain the same job until they get a new one for some reason or another.

I would imagine it is like a simpler form of a citizen on tropico.

tropico_bemutato_02.jpg

This is tropico 1, I don't expect them to have a visible needs bar like this. But Tropicans movements are basically dictated by needs.
Just an example.

In Tropico 1
Pretty much they always go to work and whatever energy is left they go do other things after working so long. Then after they run out of energy they sleep so long. Then they go to work again.
Just an example of a needs system in a game.
 
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gsxdsm

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Thanks guys!

I was just wondering if we had a sense of the scale of the "need". For example, the "I need to go work need" regenerate over how many real-world minutes/seconds? I guess in a 30 minute game play period, how often will most people go home and go to work?
 

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We know there isn't a rush hour or set schedule in the game (yet!) - However, how do residents determine when they need to go to work, school, shopping, etc, and how often will they do it? Will CIMs regularly go to the same job (and back home) or will they go to one job, then home, then to a new job?

I can confirm that Cims have regular jobs and homes that they cycle back and forth to.. They will also take trips to parks, shops, and other buildings, although I'm not certain what determines the frequency of this. It all seemed fluid to me as I watched one of my young adult citizens go to high school, a park, and shopping.
 

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Thanks guys!

I was just wondering if we had a sense of the scale of the "need". For example, the "I need to go work need" regenerate over how many real-world minutes/seconds? I guess in a 30 minute game play period, how often will most people go home and go to work?

I would assume they go to work first when they wake up, work so long and then with the remainder of their energy go shopping or whatever they need most, like the rest bar in tropico 1.
no one knows for sure yet though it seems except the devs. I have been wondering myself about behavior of CIMS


I can confirm that Cims have regular jobs and homes that they cycle back and forth to.. They will also take trips to parks, shops, and other buildings, although I'm not certain what determines the frequency of this. It all seemed fluid to me as I watched one of my young adult citizens go to high school, a park, and shopping.
interesting
 

gsxdsm

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I can confirm that Cims have regular jobs and homes that they cycle back and forth to.. They will also take trips to parks, shops, and other buildings, although I'm not certain what determines the frequency of this. It all seemed fluid to me as I watched one of my young adult citizens go to high school, a park, and shopping.

This is super super helpful, thank you!!

Quick follow-up then - how fast does this transition usually happen (in real-world time). Is it on the scale of seconds, minutes, hours? (Like watching your citizen go to high school then to a park - was that like 5 seconds, 10 seconds, 30 seconds, a couple of minutes, etc?) This will help A LOT of us get a feel for how the lack of a "rush hour" will impact the flow of activity in the city (something REALLY important to a lot of us here I know)
 

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This is super super helpful, thank you!!

Quick follow-up then - how fast does this transition usually happen (in real-world time). Is it on the scale of seconds, minutes, hours? (Like watching your citizen go to high school then to a park - was that like 5 seconds, 10 seconds, 30 seconds, a couple of minutes, etc?) This will help A LOT of us get a feel for how the lack of a "rush hour" will impact the flow of activity in the city (something REALLY important to a lot of us here I know)

On speed 1, I watched a citizen stay at each location for about 1-3 minutes each. I realize it's hard to conceive what that really means for traffic flow, so I'll say this: I personally felt like my town of 9000 people had an ebb and flow to the traffic. It didn't feel like clockwork, nor completely random. I watched some of my intersections get busy, and then wane, and then get jammed again. It's all very entertaining to watch! So my opinion is that CO has done a great job of simulating a lively city, despite not having a "Rush Hour" per say.
 

gsxdsm

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On speed 1, I watched a citizen stay at each location for about 1-3 minutes each. I realize it's hard to conceive what that really means for traffic flow, so I'll say this: I personally felt like my town of 9000 people had an ebb and flow to the traffic. It didn't feel like clockwork, nor completely random. I watched some of my intersections get busy, and then wane, and then get jammed again. It's all very entertaining to watch! So my opinion is that CO has done a great job of simulating a lively city, despite not having a "Rush Hour" per say.

:)

This is excellent news, thank you! I think this will put a lot of people at ease (I know it put me at ease!). The "ebb and flow of traffic" and intersections that get busy then clear out is great - I think that is what we've all been looking for.

One more question - you say that on speed 1, the timing is like 1-3 minutes (which I feel is JUST RIGHT). Does the game speed affect this? For example on speed 3, do they stay at the location a shorter period of time, or does it remain independent from the simulation speed?

Man I want this game.
 

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On speed 1, I watched a citizen stay at each location for about 1-3 minutes each. I realize it's hard to conceive what that really means for traffic flow, so I'll say this: I personally felt like my town of 9000 people had an ebb and flow to the traffic. It didn't feel like clockwork, nor completely random. I watched some of my intersections get busy, and then wane, and then get jammed again. It's all very entertaining to watch! So my opinion is that CO has done a great job of simulating a lively city, despite not having a "Rush Hour" per say.

Sounds about right, can't wait to study these citizens myself.
 

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On speed 1, I watched a citizen stay at each location for about 1-3 minutes each. I realize it's hard to conceive what that really means for traffic flow, so I'll say this: I personally felt like my town of 9000 people had an ebb and flow to the traffic. It didn't feel like clockwork, nor completely random. I watched some of my intersections get busy, and then wane, and then get jammed again. It's all very entertaining to watch! So my opinion is that CO has done a great job of simulating a lively city, despite not having a "Rush Hour" per say.

These are encouraging words. I'm excited to be able to see some gameplay next week.