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Industrial modules should consist of a grid to maximize development density and distribute freight traffic.īe sure to reserve space for public facilities, reward buildings, and green space. Commercial modules should have one giant loop to maximize traffic running by businesses. Residential modules should consist of dead-end blocks that tap onto main roads to minimize traffic running by houses. Even medium density will test your infrastructure if you have too much in close proximity, so an efficient city has many low density, distributed medium density, and individual high density zones in key spots that have easy access to mass transit.Įach module should be dedicated to a zone type, and the road layout of each module should differ based on the zone.
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things that increase land value) are needed for high density to develop and move up in wealth, so you need plenty of free space around high density lots. A single 4x4 high-density apartment can have up to 8000 people in it, so you need to build high density lots individually with multiple mass transit options available. High density is to be applied sparingly because of the sheer number of people living in such close proximity that it will kill your traffic infrastructure and cause long commutes to jobs on the other side of the city. However, be careful with high density industrial when you have dirty industry demand because high density dirty industry produces a lot of pollution.

They also do not have defined lots like the other zone types, but individual buildings cannot be too far from the road, so 6圆 blocks are efficient. Industrial zones are different in that they do not have the level of population density as residential and commercial lots, even with high density. Low and medium density lots can be placed back to back so that you have 6 tile blocks. This gives you plenty of building variety, good population densities, and good scaling up with wealth. While a variety of lot sizes are possible, design blocks for lots that are 2-3 tiles wide and 3 tiles deep for low and medium density, and 3-4 tiles wide and 4 tiles deep for high density.
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When deciding how to size city blocks, you have to plan ahead to avoid awkward and expensive demolition. The game does not have any planning feature, but streets are cheap enough that you can use them to draw out your city without too much expense. Modularizing the city also lets you allocate space between each module for highways and monorails.

You can only enter or exit each module through the avenues as the streets and roads within each module do not connect to the streets and roads of other modules. In order to distribute traffic and keep congestion to a minimum, you have to split up the city into a grid of semi-isolated, limited-population modules connected by avenues. Roads also do not have the capacity to support higher density developments, so you will need to make heavy use of the double-wide avenues. They will always try to take the most direct routes, so they end up in traffic jams. Realistically, no one has access to real-time congestion information, so they cannot plot the least congested route by themselves. A simple grid of roads will not work because it requires everyone to evenly distribute themselves across all available routes, which they won't. As you zone for higher density, traffic congestion becomes a major problem as more people share the same roads. The biggest challenge in designing a city is traffic.
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While I see people recommend the Network Addon Mod to improve the traffic simulation, I would rather work within the limits of the game as it was originally designed, so this guide is based on the unmodded game.
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As a result, you end up having to do a ton of trial and error that involves restarting entire cities over and over again to figure out what works, which is incredibly time consuming and repetitive, especially because there is no copy-paste feature.
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A guide to designing an efficient infrastracture with the least problems.Īs a simulation game, SimCity 4 is full of options, but little explanation on how important mechanics work and no guidelines to designing an efficient city infrastructure.
