Simcity Data Info

  • Hey Leute in einem anderen Forum habe ich eine nette Übersicht über die Gebäude und aktuelle Zahlenanalyse gefunden:



    "
    Posted 10 March 2013 - 11:36 AM</abbr>



    Edit: I cross-posted this at Simcity Hall since this site was so slow and kept returning as unavailable. Guess the post went through. If you visit both sites, sorry.


    Yes I'm crazy, but I like to know how things work, it makes me better at creating cities.


    Here are some things I found out from fooling in sandbox mode, feel free to make corrections, additions.


    Let's start with housing data (XXX are just missing data, I'll try to fill in later).


    A low income, low density home has 6 adults and 2 kids. Of these 6 adults, 4 are workers and 2 are shoppers.
    A medium income, low density home has 3 adults and 2 kids. Of these 3 adults, 2 are workers and 1 are shoppers.
    Didn't check high yet


    A low income, med density home has 60 adults and 15 kids. Of these 60 adults, 40 are workers and 20 are shoppers.
    A med income, med density home has 30 adults and 7 kids. Of these 30 adults, 20 are workers and 10 are shoppers.
    Didn't check high income yet


    High
    density is where things get weird... The population seems to keep increasing, but the # of workers stays static, not sure if it's a bug or working as intended.
    A low income, high density home has 5000+ adults and 100 kids. Of these 5000+ adults, 400 are workers and 200 are shoppers.
    A med income, high density home has 2500+ adults and XXX kids. Of these 2500+ adults, 200 are workers and 100 are shoppers.
    A high income, high density home has 500+ adults and XXX kids. Of these 500+ adults, 67 are workers and XXX are shoppers.


    Now business data:


    A Wind Power farm supplies 20 low income jobs and 6 med income jobs
    A Dump supplies 20 low income jobs and 6 med income jobs
    A Fire Department supplies 20 low income jobs and 6 med income jobs
    A Grade School supplies 40 low income jobs and 10 med income jobs
    A Police Station supplies 10 low income jobs and 4 med income jobs
    A Clinic supplies 12 low income jobs and 8 med income jobs and 4 high income jobs


    A low income, low density store #1 supplies 5 low income jobs and 2 med income jobs
    A low income, low density store #2 supplies 10 low income jobs and 4 med income jobs
    A med income, low density store #1 supplies 6 low income jobs and 4 med income jobs and 2 high income jobs
    A med income, low density store #2 supplies 3 low income jobs and 2 med income jobs and 1 high income job


    A low income, med density store #1 supplies 60 low income jobs and 16 med income jobs
    A low income, low density industrial supplies 20 low income jobs and 6 med income jobs and 1 high income job


    ALL parks, not matter what the size or income supply 5 low income jobs and 2 med income jobs
    City Hall (final upgrade) supplies 40 low income jobs and 20 med income jobs and 8 high income jobs


    I still need to make some high density businesses and see what they provide


    Some general notes of interest:


    Kids do not count toward your population
    Shoppers who go to parks return happiness back to the home, kids who go to parks do NOTHING AT ALL
    Freight delivered to stores does not affect the store supplies at all, it only returns happiness to the source industry
    Commerce stores vary in worker count (see above).
    SOME commerce stores stay open at night (Gas, Hotdog stand) and others don't! There are a lot of shoppers wandering around at night, so it may be beneficial to blow up buildings until you get one open all night
    ANY time you add upgrades to buildings (extra fire truck, police station, school buildings, dump trucks, extra wind turbines etc...), no workers are added, the worker count stays the same for the building
    Medium/high income residents start off as educated, but can become uneducated if you have no schools
    # of workers in a building seems to have no effect on that building (i.e power output from power plants etc...)
    When Students return home they add education to the home, they do not increase happiness


    And just a non-statistical note/rant


    Buses and bus stops are completely broken. I have nice evenly spaced bus stops and maxed out trollys and I couldn't figure out why I had so much traffic until I looked at the garbage/recycle trucks trying to move about. Buses get stuck CONSTANTLY at bus stops. They just sit there forever and block all three lanes of traffic. I sat there and watched the buses just sit there for an entire day, not moving. Every time I saw this happen I removed the bus stop and the bus happily moved along. I did this every time one got stuck. After that, ALL my traffic problems went away. Major bug. This seems to happen most frequently with the large buses, not the small shuttle buses.


    If you got this far, thanks for reading. I have a lot more notes of interest, I just need to verify them. I'm also going to do more sandboxing and see what else I can find. Feel free to comment or add things I may have missed. "



    Posted by Howitzer Zak im Simtropolis 2013 Forum
    Quelle




    Wenn ihr eine &Uuml;bersetzung braucht kann ich euch gern eine Anfertigen.

    :golly: Stay tuned for more information :golly:


     Fox 

  • [quote='Pikkel','index.php?page=Thread&postID=18901#post18901']man benötigt in alle ES stufen immer welche von jeder stufe.....



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