kdrnic

Forum Replies Created

Viewing 8 posts - 16 through 23 (of 23 total)
  • kdrnic
    kdrnic
    Participant
    in reply to: Growing a city to may 2017 #429

    See if you have a toastopo.bak in your folder – when saving, Sim City 2000 seems to copy the old save file to a backup one

    kdrnic
    kdrnic
    Participant
    in reply to: Succession Game! #420

    1925
    —-
    -Three churches were bulldozed in Old Town. I believe it is the low value caused by the nearby heavy industry that makes them settle there.
    -Taxes were lowered to 5%
    -The city now offers free clinics and forbids public smoking
    -Windy Tops/Micropolis connected to main powerlines, as it seems it is the best place to grow

    1926-1927
    ———
    -Industrial taxes raised a bit
    -Pollution ordnance removed
    -Windy Tops and Micropolis developed a bit

    1928
    —-
    -Connection to Lister added
    -Another church bulldozed
    -Some residential added

    1929-1930
    ———
    -Yet another church bulldozed
    -Some more zoning

    Population 16150
    Treasury $1216
    Income $693
    Approval 54%

    I’d say it is a bit hard to grow without an overarching plan, and perhaps conflicting goals, but it does mimic real political succession

    Attachments:
    You must be logged in to view attached files.
    kdrnic
    kdrnic
    Participant
    in reply to: Succession Game! #418

    I claim the next 5 years

    kdrnic
    kdrnic
    Participant
    in reply to: Growing a city to may 2017 #417

    I was aware of the terrain leveling, although they are rather costly and sometimes explode nearby buildings

    I feel starting with a flat map is a bit boring, or cheaty

    kdrnic
    kdrnic
    Participant
    in reply to: Hard is… hard… but how hard? #406

    The manual.pdf, from the game’s folder, says:
    Whenever you start a new city, you have the choice of three
    difficulty levels, easy, medium and hard. The differences
    between the levels are:
    The amount of money you start with. In an easy game, you
    start with $20,000. A medium game gives you $10,000. In a hard
    game, you start $10,000 in debt, with a bond issue to pay back
    when you can and interest to pay every year.
    The national financial model. Your city is located somewhere
    in SimNation. The growth of your city depends on its surround-
    ings—rich, financially healthy neighbors are good customers
    for your industrial products and, bring their money with them
    when they visit your tourist attractions. In easy games,
    SimNation is in a boom cycle. In medium games, the national
    economy is stable. For hard games, SimNation is in a recession.
    The external industrial product demand. The easier the
    game, the more demand for the products that your city’s
    industries can produce.
    The propensity for disaster. The harder the game, the more likely
    is it that your city will be host to a disaster. Choosing No Disasters
    in the Disasters menu prevents disasters at all difficulty levels.

    kdrnic
    kdrnic
    Participant
    in reply to: Disaster! #402

    89 dead.

    Attachments:
    You must be logged in to view attached files.
    kdrnic
    kdrnic
    Participant
    in reply to: Disaster! #400

    The fire burnt the whole city, but a park… yet only 89 dead.

    Attachments:
    You must be logged in to view attached files.
    kdrnic
    kdrnic
    Participant
    in reply to: Disaster! #398

    I was building this city very sustainably, even calculating maximum expenditure to be able to replace the power plant… suddenly, earthquake and fires everywhere.

    It is as if the city is made out of matches…

    I think I will refrain to playing with disasters disabled from now on.

    Attachments:
    You must be logged in to view attached files.
Viewing 8 posts - 16 through 23 (of 23 total)