![]() So, that zone has lost its potential to become very dense. The nearby trees help this value, but before the zone can get very big, a neighboring zone grows in the place of the trees and steals that added value from the zone. Why? Well, when one of the commercial zones starts to grow, it takes into account its land value. Unfortunately, it's unlikely that all the zones will grow to their full potential. You run power lines all throughout the zoned land, and it grows very fast. In this city, you zone a large district of commercial zones over all the trees. Trees boost value to the surrounding area. Let's say you have a city with a lot of trees. The higher the land value, the denser a zone will grow. The primary factor affecting how big a zone develops is land value. When a zone develops, it checks its surroundings and builds according to the conditions around it. What? How does this work, you say? Well, the basic motive of using it is for higher zone density: The subway lines, running perpendicular to the long roads, allow the sims to commute to their jobs. So, instead of running roads perpendicular to the existing ones, which would take up a massive amount of space, I used subway line instead. This presented a problem- the sims accessing the road between the two residential sections could not readily access their work zones (the commercial sections). Since commercial and industrial populations must approximately equal residential populations, I had to lay two of the 6xX residential sections next to each other (as seen in the map). In addition, light density strips of industrial zones were put around the center of the city, to help trip generation between the 3 zone types. Thus, the land that a full road would have taken up can be used for more zoning, and the commercial zones are allowed to develop into 3x3 buildings.Īll the industrial zones were put on the outside of the map, since half their pollution will blow off the edge of the city. This works well, as it tricks the simulator into thinking that the zone is on an intersection without building an entire road strip. So, instead of running roads completely through the 6xX sections, I placed a single road tile along the lengthy road strips, with 6 tiles in between each. Not really, the roads in such a setup would use up a lot of space. With this in mind, you would think that creating a grid with 6圆 zone squares surrounded by roads would be best. But for a 3x3 zone to develop, it must be placed at an intersection. Since 3x3 zones are denser than 2x2 and 1x1 zones (on a per-acre basis), it's only natural to want only 3x3 zones. Using a tighter road layout would mean that there would be more roads where there could be tiles counting toward the population. Thus, I used the 6xX method for best efficiency. When considering a grid layout, I kept in mind that a zone must be no more than 3 tile lengths away from a road. ![]() This means that more land space can be devoted to zones that count toward the population. The support services are also grouped together for the same purpose. ![]() It is completely natural other than using money help to relieve budget balancing stress.Īs you can see in the zone map above, this city is compact and organized.All the arcologies (the big black area) are grouped together since they do not require roads. ![]() In order for it to stay in the same class as MaxiANC, no structural cheats were used. This city employs some unique features that help contribute to its population. This is the first city I built with high population in mind, which overtook James Alton's 9,325,541 city MaxiANC. ![]()
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