Can someone help a newbie? Does it make the building into a historical site
of some kind? If so, what are the benefits/detriments of doing so?
Thanks,
JM
1. You cannot tear down the building. If you decide to tear it down later,
query the building and uncheck the 'make historical' box
2. If the building becomes abandoned no other building can go in it's place.
For example if you make Gold Tower historical and it gets abandoned, the
only other building that can go in it's place is a Gold Tower.
3. The sims can't tear it down to put another building in it's place.
However a historical building can be destroyed by a disaster (fire, tornado
etc.).
--
M.I.B.
Owner and operator of MIB Headquarters, New York, NY.
Chief cover-up specialist of the Roswell, NM UFO incident.
Chief-of-Staff at Area 51.
Certified E.T. hunter.
Just FWIW,
MadMikey
BTW, marking "Quigley's", and "Simmars" as historical can be a big help
when ya screw up and the RCI's drop too far and you need to rebuild
your economy <sad grin>...
--
I haven't lost my mind - it's backed up on disk somewhere...
Sent via Deja.com http://www.deja.com/
Before you buy.
> In addition, while it's difficult to quantify, it also appears
> that "historical" marked buildings/tiles survive longer. Take a farm,
> for example. Mark its tiles as historical and the farm seems to have
>a longer lifespan...
>
I have a few large apartments in a dense zone area that keep perodically
getting torn down and rebuilt which while they're being
rebuilt temporary drops the population between 2 and 4 K depending
upon how many are being rebuilt at the same time. If I make all those
buildings historical will it keep my population from flucating as much.
(When all occuplied, population about 40,500, so these temporary 5 to
10% drop in population bothers me.)
--
Friends Don't Let Friends Do Cobol
Jon Nunn
Programmer Analyst
From what I recall, the sims will either demolish something else, or
the historical res will remain derelict until demand rises for that
type of building.
The (what I call) "yo-yo effect" of res rising and falling seems to
happen often. The best I've done is to compensate which infrastructure
(power, water, mass transit, low crime, high education with museums and
such, etc.), and increase recreational facilities. Perhaps also build
more connections to your neighbors.
The "trick" seems to be to keep demand high; and it's a balancing act
at best...
FWIW, one of my large cities I worked with recently would fluctuate
100,000 - annually! Took me quite awhile to get that one balanced <sad
grin>. Sorry, but I don't know of any "magic bullet" for your pblm -
just keep trying to find out why the buildings may be going derelict,
2nd guess what the sims want, check your ordinances, taxes & rewards,
etc. Every city is different & poses their own problems. If it gets
to the point of driving you thoroughly nuts upload it to Tjerk's site &
we'll all see what we can do...
Tjerk's site is:
http://home.planet.nl/~100-procent/simcity.htm
Best of luck (even if ya do have a ratty COBOL sig <vbg>,
MadMikey
--
I haven't lost my mind - it's backed up on disk somewhere...
Power's fine even at the peak especally since I passed the cheap Power
Conservation ordance. (I'm not willing to sale any until I buy an
additional power plant though.)
I'd be willing to sale water if any neighbor wanted some.
Trash is fine too, in fact one of my neighbors is paying me $102 a month
to take his trash which is conventately located bordering his city. :)
I don't have a square that's rated low crime. (It's all rated none)
There is a musuem, libary, college, and 4 schools. Museum and Libary
rated A, plenty of seats in the classrooms in the college and schools at
population peak.
Hospitals rated A with plenty of beds left.
Mass transit right is is a railline running 2/3rds of the way around
town with seven stops, athough it appears that most of the rail
passengers are between two stops.
Buses haven't been invented yet.
Neither have subways, but their too expensive for my town now anyway.
There's lots of the 1 square rec things around town, 1 school yard, and
the winter ice park. There's also a haunted house, not sure if that
counts.
I'd rather not blow over a year's income building a road to a third city
until my other connected neighbor agrees to sale me garbage. (And the
fourth can forget it, it's on the other side of a river.)
There's a citizen's group that every few months keeps calling for me to
build a jail. Isn't there small ones in each police station like Simcity
2000?
> The "trick" seems to be to keep demand high; and it's a balancing act
> at best...
>
Res demand bouces up and down as well, at population peak it's slighty
above neutral, at the botom it's half way up.
Commercial demand stays within 1 pixel height of netural at all times.
It's primarly a buffer between industry and commercial and secondarly a
source of parking ticket income for me.
Industry is in moderate demand at population peak and moderate
oversupply at population bottom.
Here's my current to do list:
1. Build a jail next to the Maxium Security Prison facility (my largest
single source of income) that's next to the big land fill on the edge of
a neighbor.
2. Complete rail loop.
3. Build a sea port.
4. Build more industrail in that area.
5. Build a new Coal Power plant adjancant to the other two.
6. Build the Lighthouse.
7. Develop a few new areas.
8. Road connection to third neighbor which will be cheaper then.
> FWIW, one of my large cities I worked with recently would fluctuate
> 100,000 - annually!
I guess there were a lot of empty classrooms and hospital beds at the
bottom. :)
-- snipping occasionally --
> Power's fine even at the peak especally since I passed the cheap Power
> Conservation ordance. (I'm not willing to sale any until I buy an
> additional power plant though.)
That ordinance may have a somewhat negative effect on industrial
demand...
> I don't have a square that's rated low crime. (It's all rated none)
See comment below about jails...
> There's lots of the 1 square rec things around town, 1 school yard,
and
> the winter ice park. There's also a haunted house, not sure if that
> counts.
??? What version are you running? The fact that buses and subways
haven't been invented indicates your city is very young. Combined with
your mentioning museums, etc. and what you popukation is, it sounds
almost like you're built a little too fast...
> I'd rather not blow over a year's income building a road to a third
city
> until my other connected neighbor agrees to sale me garbage. (And the
> fourth can forget it, it's on the other side of a river.)
In my version only one of the neighbors can make a "neighbor deal" only
one can sell garbage, only one can buy power (perhaps the same one that
sells garbage, perhaps another) - but only one neighbor per deal...
> There's a citizen's group that every few months keeps calling for me
to
> build a jail. Isn't there small ones in each police station like
Simcity
> 2000?
Jails are (eventually) needed to house the criminals, but if you have
zero crime I wouldn't worry too much about it until later...
> Commercial demand stays within 1 pixel height of netural at all times.
Commercial demand rises with the city's age, at the (apparent) age of
your city there'll be little commercial demand...
> 1. Build a jail next to the Maxium Security Prison facility (my
largest
> single source of income) that's next to the big land fill on the edge
of
> a neighbor.
>
> 2. Complete rail loop.
>
> 3. Build a sea port.
>
> 4. Build more industrail in that area.
>
> 5. Build a new Coal Power plant adjancant to the other two.
>
> 6. Build the Lighthouse.
>
> 7. Develop a few new areas.
>
> 8. Road connection to third neighbor which will be cheaper then.
>
> --
> Friends Don't Let Friends Do Cobol
> Jon Nunn
> Programmer Analyst
>
> Sent via Deja.com http://www.deja.com/
> Before you buy.
>
The plan sounds pretty good for long-term, but beware of developing too
fast in the early years; those museums, schools and such cost money
each month to run. Make sure you provide plenty of power and water.
The lighthouse isn't really needed, just a "nicety" when you can afford
it. I'd drop all ordinances that cost you money & enact all (including
gambling & hope for a casino) that bring in money, and start adding bus
stops as soon as they're available. (Just my attitude - everybody does
it differently),
MadMikey
--
I haven't lost my mind - it's backed up on disk somewhere...
It's less anoying than a city wanting to sale me power every 2 months I
don't need at this time. (Early on I was saling power, I got out of the
deal when they sudenly wanted so more power I would have had to buy
another power plant.)
> > I don't have a square that's rated low crime. (It's all rated none)
>
> See comment below about jails...
>
> > There's lots of the 1 square rec things around town, 1 school yard,
> and
> > the winter ice park. There's also a haunted house, not sure if that
> > counts.
>
> ??? What version are you running?
Walmart's Holiday Edition. I'm not sure what's special about it.
> The fact that buses and subways
> haven't been invented indicates your city is very young. Combined
>with
> your mentioning museums, etc. and what you popukation is, it sounds
> almost like you're built a little too fast...
>
It's 1914. I started with Centerville starter city and $50,000. I think
this is effectively like having $65,000 and no city. I had to take out a
$5000 loan in 1903 to buy a coal power plant when the starting one was
running low, spent the extra money on more zones since my population
was only about 7500 at the time, loan was easily paid off when the
population quickly tripled from those zones.
All my neighbors populations are three to four times larger than mine.
> In my version only one of the neighbors can make a "neighbor deal"
>only
> one can sell garbage, only one can buy power (perhaps the same one
>that
> sells garbage, perhaps another) - but only one neighbor per deal...
>
Maybe that's why I can't get a second neighbor to sell me garbage
dispite spare landfill space. I'm noting this for future games.
>I'd drop all ordinances that cost you money & enact all
>(including gambling & hope for a casino) that bring in money, and start
>adding bus stops as soon as they're available. (Just my attitude -
>everybody does it differently),
>
My parking tickets ordance is paying for the cheap ordances that cost
money with a slight ordance surplus.
I'd rather not have to tear down existing buildings to build police
stations to handle the crime gambling brings.
I think I have at least 6 years until Bus stops come around.
--snip --
> It's less anoying than a city wanting to sale me power every 2 months
I
> don't need at this time. (Early on I was saling power, I got out of
the
> deal when they sudenly wanted so more power I would have had to buy
> another power plant.)
I've had the same thing happen when I've cancelled a deal. BTW, when a
neighbor wants more power I usually hit pause, build another coal plant
(even taking out a loan if needed, which I do in 25,000 increments, but
that's another topic), and accept the deal. It seems they never offer
to buy power unless they know they'll overload your system and get the
penalty money <g>.
--snip --
> > and
> > > the winter ice park. There's also a haunted house, not sure if
that
> > > counts.
> >
> > ??? What version are you running?
>
> Walmart's Holiday Edition. I'm not sure what's special about it.
Don't have "winter ice park" or "haunted house" in my version (original
U.S. version). Are you running UK, AU or another country version?
Just curious about the differences between country versions. Anybody
ever put together a list of differences, might be a nice "curiosity"
element in the FAQ???...
-- snip --
> I'd rather not have to tear down existing buildings to build police
> stations to handle the crime gambling brings.
I don't pay too much attention to crime for the first several years &
don't really start doing much about it until 1950 or so, I just add the
minimum number of police stations & jails before then to keep crime
somewhat controlled. I like anything, including the casino, that'll
bring in money, especially in the early stages of a city - I just put
them at the edge of the city (like I said in an earlier post, everybody
has their own way of doing things <g>)...
MadMikey
--
I haven't lost my mind - it's backed up on disk somewhere...
>
> I've had the same thing happen when I've cancelled a deal. BTW, when
>a neighbor wants more power I usually hit pause, build another coal
>plant
> (even taking out a loan if needed, which I do in 25,000 increments,
>but
> that's another topic), and accept the deal. It seems they never offer
> to buy power unless they know they'll overload your system and get the
> penalty money <g>.
>
I considered it; but calculations showed that what they were offering a
month wouldn't have covered the loan payment.
--snip --
>
> > > and
> > > > the winter ice park. There's also a haunted house, not sure if
> that
> > > > counts.
> > >
> > > ??? What version are you running?
> >
> > Walmart's Holiday Edition. I'm not sure what's special about it.
>
> Don't have "winter ice park" or "haunted house" in my version
>(original
> U.S. version). Are you running UK, AU or another country version?
No, it's the US Walmart Holiday Edition. About October 1, the kids ask
for a hunted house promissing not to throw eggs on your house if you do.
It's a free building 5X5. Around November 1 if your population is big
enough, they'll ask you to pay $1500 for the Winter Ice Park (3X3.)
--
Friends Don't Let Friends Do Cobol
Jon Nunn
Programmer Analyst
OTOH, I always figured the deal would last much longer than the loan,
and the deal would increase in value as they asked for more power...
>
> --snip --
> >
> > > > and
> > > > > the winter ice park. There's also a haunted house, not sure if
> > that
> > > > > counts.
> > > >
> > > > ??? What version are you running?
> > >
> > > Walmart's Holiday Edition. I'm not sure what's special about it.
> >
> > Don't have "winter ice park" or "haunted house" in my version
> >(original
> > U.S. version). Are you running UK, AU or another country version?
>
> No, it's the US Walmart Holiday Edition. About October 1, the kids ask
> for a hunted house promissing not to throw eggs on your house if you
do.
> It's a free building 5X5. Around November 1 if your population is big
> enough, they'll ask you to pay $1500 for the Winter Ice Park (3X3.)
Kewl! I thought a thread here had "established" there was no
difference in the holiday edition. Never heard anything about it on
the Maxis sc3k site. Not worth buying another copy; I wonder why it
isn't offered as a "patch" or add-on???
MadMikey
--
I haven't lost my mind - it's backed up on disk somewhere...
It's probably because there's a sticker on Walmart's Holiday edition box
saying it's exclusive to Walmart.
--
Friends Don't Let Friends Do Cobol
Jon Nunn
Programmer Analyst