![]() ![]() Still had fun thinking about this in the early morning.Check out our flair options above! Welcome to SimCity BuildIt ![]() I could have just added the cost of upgrading rows 23, 28, & 43 to street car. In hindsight, the actual cost wasn't so far off from your report. So the actual total cost of roads is roughly $1,920,000. With these exceptions yield a $2,025,000 savings from streetcar level upgrade. (so long as a stretch of road varies in ave/blvd/street level, intersections will persist). Cell rows roads 23, 28, & 43 (of what i've built out so far) can be finagled to not be entirely street car upgrade, by removing a park adding a vertical single space two lane road intersection, and upgrading to necessary ave/blvd/street levels, then demo vertical road intersection & returning park.Cell rows roads 3, 13, 18, 33, 38 & 48 can sustain 6 lane in the build out I have so far (based off of your map v2.2.6, not fully expanded & not fully built RZ/TT ).The vertical 46 spaces roads can maintain 6 lane, possibly less.The top & bottom left corners can remain two lane.Of course not all roads need to upgrade to street car. The actual cost of upgrading all the roads is greater than all the other structures cost combined! You currently have the cost listed as just $2000/space totaling $1,052,000. Total cost - $7500/single space of road upgraded.Just did a test for upgrading a single space from two lane to streetcar, and found these costs: Wanted to comment that the cost of roads isn't accurate. Thank you for sharing this layout design. PPS: I welcome anyone to post a layout with higher pop numbers. ![]() Yes, they are a for profit site, but they also have a lot of reach and the link back to reddit gets more people on this subreddit as well. Before this the parks seems to be the better option for max boost.Ĭurrently low on: exhaust pipes and storage bars. From what I calculated so far this only really comes into play once Wash Monuments are being build. Now it looks different and will definitely change layout strategies for max pop. Parks each give 459 boost per RZ, which would mean that if the remaining specializations are maxed one pair of parks would have to provide a total boost of 11016 across 24 RZ units total (one RZ can be boosted by both parks in the pair.) This was not a issue with the old version as the the 400% was not close to challenging parks as efficient boost. Started to calculate the benefit of parks against using more res units. Removed some Ferris Wheels and took some ideas from bossbuks layout to increase education numbers a little bit. Shuffled some things around to make space for one more res unitĬomments, questions, improvements are always welcome. buildings.Ĭlick me for Tokyo Town Layout 3.1.2 - Much Tokens, many pop, soo meta High School etc are no required and can be demolished once all universities are build. Any needed base resources can be optioned from the GTQH. They can be phased out more and more as one gets closer to the endgame. One church would have to cover approx 70 res units, which is impossible.įactories are no longer necessary at this endgame stage. I am very far from finishing this in the game as I am low on time and am always chasing expansion items.Ī big thanks to all the Mayors that have provided feedback or posted own layouts for the collaboration to get the highest pop numbers.Ĭhurches don't make sense in max pop layouts. I revamped the layout with the new additions and got some nice results I think. I made this rather rushed so I don't guarantee that the percentages are all completely accurate and with some shifting there is probably still some extra to be done. Here is the most recent version of my layout.
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