Do you want to read a well rounded MD? Then go to the Classics section.
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In the real world, you just don't see abandonment due to commute time. Buildings may be abandoned due to lack of desirability or lack of demand, both of which occur in SC4 as well. But not commute time. Sure, individuals in a building may decide their commute is too long and move somewhere else, but the whole building? Doesn't happen.
That looks like a very interesting traffic simulator. I would like to request, however, to create a (very) difficult version. I, for one, have always loved to use the Hard simulators, because I like to fix the issues that may arise from low capacities
Make intersections really act like intersections (they don't now) and slow down road traffic even more!
I have been thinking more about other versions, and I have some ideas. Not by lowering capacities, but by making it even more realistic. Instead of 20% to 25% cars, 80% cars! (With no added road capacity; it's already realistic in this simulator.) Multiply the cost of subway tiles by 50. Make intersections really act like intersections (they don't now) and slow down road traffic even more! All of these are just extra realism (and they are very realistic), but they would give you a very difficult version, to be sure. A version of intermediate difficulty would then also be possible.
Do you mean by this that intersections do not slow down commute time? Meaning that it is not important wether I put two or twohundred intersections between my house and my office? Well, that is really unrealistic. It would be nice if you could change that. There even could be a difference in capacity and speed between intersections with or without streetlights, roundabouts, threeway, fourway etc....
Aha!Thanks.So now I also know why SC shows us traffic accidents instead of waiting rows at congested streets. They don't stop, so they clash into each other. But that is quite an unrealistic simulation then. Especially because the sims won't search for another route as to avoid the congested sqares.... They just jump on each other's necks on the intersection and crash their respective cars.... Not too smart..One disappointment for you though: your sims won't stop, so they aren't able to receive the tickets and as there is no postal system in SC4 (have you ever seen a post office?) you cannot send the tickets by post.
Aha!Thanks.So now I also know why SC shows us traffic accidents instead of waiting rows at congested streets. They don't stop, so they clash into each other. But that is quite an unrealistic simulation then. Especially because the sims won't search for another route as to avoid the congested sqares.... They just jump on each other's necks on the intersection and crash their respective cars.... Not too smart..
One disappointment for you though: your sims won't stop, so they aren't able to receive the tickets and as there is no postal system in SC4 (have you ever seen a post office?) you cannot send the tickets by post.
I'm sure Equinox's post office would manage that
It sure does, and it's sitting right in my downtown Chicago, where it belongs. It's a really cool building - have you ever driven through a post office on an expressway? I was fortunate emough to have done this may times when I still lived in Chicago.
Actually, this is not the way it works. Accidents are purely a function of congestion. There's a table in the traffic simulator that links the level of congestion to the probability of an accident. So accidents aren't specifically tied to intersections, other than by the level of congestion at the intersection.
ok so lets bring some of my test results to the public....2. while commute time dropped only slightly over NAM simulator AP, traffic volume decreased, congestion decreased, and population increased. how if all my transportation volume categories decreased is my population rising?