Have you ever considered playing SimCity Creator for the DS. It uses the buildings from SC3000 but it's DS. Also you have to travel trough time and have multiple options on how to travel trough time
@@crystal_hollow there are actually 2 SimCity games for the DS oddly. The first one is just focused on building a modern city (like in almost every SimCity game). While the second (the Creator DS version), makes you start at the dawn of civilization all the way to the future in the 2100s. In my opinion this concept of a city builder is so interesting but as far as I am aware it hasn't been done before
As the city grows, taxes automatically depreciate without your input. By around 100,000 I recommend dropping them to 6%. Then 5% around 200,000. If in doubt, check in with your financial advisor in the game. Ignore the bowler’s league, chamber of commerce and industry association, Mortimer Green more accurately determines when to lower taxes as per growth. If all three zones say “on target” or “average” on Mortimer’s files, then you’re good. Poor transportation to other zones can mean other zones are too far away, or that there isn’t enough of another zone in close proximity regardless of transit. In a wide neighborhood of over 50,000 sims, it cannot be supported by a commercial sector that is too small, nor will commercial sectors in other areas in the city help as they’d already be taken by their own neighborhood, generally. The same needs to be considered for industrial zones. I’d streamline the water system as well. The body of water you created could be used for water pumps, which are far more efficient than water towers as long as you keep the lake clean.
Never build any zone near the road. Use the space to create 3 roadways. Remove the center road and replace it with a railroad. Add subway along the road as well. Connect the railroads with the subway. Remove the railroad and replace it with highway. So many options.
Ah, the infamous demographic bug - life expectancy increases but the retirement ages don't so eventually you run into having no-one around to support the population. I don't remember the specific details but it's part of the reason why the maximum life expectancy is 89 instead of 90 - you'd run into the bug like once every 50 years or something once your life expectancy reaches the cap Most of the time this isn't a problem because by this point you'd be making money hand over fist such that you should have a massive surplus to ride it out but I remember once I was losing 100k or something per year and decided to demolish a load of city services to compensate
i think it's at that point with this city that I have to perform some resets with services! I need to look closer at some of the graphs. I'm used to never losing money once it's starts flowing in heavily! or losing that many sims over a short amount of time lol
Sim City: Detroit Edition
😂😂😂
Have you ever considered playing SimCity Creator for the DS. It uses the buildings from SC3000 but it's DS. Also you have to travel trough time and have multiple options on how to travel trough time
that sounds interesting. tbh, I didn't know there was a DS release of simcity!
@@crystal_hollow there are actually 2 SimCity games for the DS oddly. The first one is just focused on building a modern city (like in almost every SimCity game). While the second (the Creator DS version), makes you start at the dawn of civilization all the way to the future in the 2100s.
In my opinion this concept of a city builder is so interesting but as far as I am aware it hasn't been done before
As the city grows, taxes automatically depreciate without your input.
By around 100,000 I recommend dropping them to 6%. Then 5% around 200,000.
If in doubt, check in with your financial advisor in the game. Ignore the bowler’s league, chamber of commerce and industry association, Mortimer Green more accurately determines when to lower taxes as per growth. If all three zones say “on target” or “average” on Mortimer’s files, then you’re good.
Poor transportation to other zones can mean other zones are too far away, or that there isn’t enough of another zone in close proximity regardless of transit. In a wide neighborhood of over 50,000 sims, it cannot be supported by a commercial sector that is too small, nor will commercial sectors in other areas in the city help as they’d already be taken by their own neighborhood, generally. The same needs to be considered for industrial zones.
I’d streamline the water system as well. The body of water you created could be used for water pumps, which are far more efficient than water towers as long as you keep the lake clean.
Never build any zone near the road. Use the space to create 3 roadways. Remove the center road and replace it with a railroad.
Add subway along the road as well. Connect the railroads with the subway. Remove the railroad and replace it with highway. So many options.
thanks for the ideas! Rails are a good suggestion. and I definitely forgot to add a subway system lol
At some point u have to lower the taxes. Just listen to your financial adviser. He always know it better
Nice to see some sc3k videos.
I could nevwr figure out the farms in this game lol
i never understood farms for the longest time and still feel like I'm just doing guesswork. thankfully simcity 4 added the premade zone
If you lower the terrain to its lightest and place the water pumps, you'll get a LOT more water.
I appreciate that info! I hadn't paid attention to the water amounts. the game isn't giving any hints lol
@@crystal_hollow I still have my prima guide from back in the day!
Ah, the infamous demographic bug - life expectancy increases but the retirement ages don't so eventually you run into having no-one around to support the population. I don't remember the specific details but it's part of the reason why the maximum life expectancy is 89 instead of 90 - you'd run into the bug like once every 50 years or something once your life expectancy reaches the cap
Most of the time this isn't a problem because by this point you'd be making money hand over fist such that you should have a massive surplus to ride it out but I remember once I was losing 100k or something per year and decided to demolish a load of city services to compensate
i think it's at that point with this city that I have to perform some resets with services! I need to look closer at some of the graphs. I'm used to never losing money once it's starts flowing in heavily! or losing that many sims over a short amount of time lol
I can't believe your city land value too low even you build lots of parks and facilities. still around medium less high not even astronomical.