SimCity I Am the Mayor is a 3D construction mobile game. Layout is its core skill. A good city layout can help you get twice the result with half the effort. The first step in layout is to pave the road. So what is the most practical and cost-effective way to pave the road? Let us take a look.
As a broad and profound subject, urban planning is difficult to describe in just a few thousand words. But whether in the real or simulated world, roads are a great place to start.
The virtual blood of the city is the economy, but people often ignore its physical blood - roads. In a village in the mountains, as long as a dirt road is built leading to the outside of the mountains, the life of the entire village will improve; during wars, many soldiers fought bloody battles, sometimes just to preserve a transportation route.
SimCity novice tutorial, what is the first operation? Paving the way. Road layout is of obvious importance to urban development.
1. Things you need to know at the beginning: main roads
First, map out your main pathways.
Secondly, place dirty areas with factories and electrical waste away from offices, commercial and residential areas.
In the case scenario, the industrial/dirty area is at the top. There are two approaches to paving roads:
One, plan and place cheap roads first, then destroy them;
Second, slowly expand based on funds. Speaking of funding, don’t be afraid to take out a few savings to make massive road upgrades.
If you have a macro plan in advance, after upgrading the roads, the disadvantages caused by abandoned buildings and road reconstruction will be eliminated very early; the infrastructure costs will also be reduced, and the balance of payments will be achieved soon. Just remember to get electricity, water and enough road area for your initial residence.
The main roads should be divided into the smallest units, which should be many T-shaped and L-shaped roads, and always avoid cross-shaped road forks! (The reason will be detailed in the next section)
Some players like to use 4x4 or 6x6 blocks, where they can place 4 or 8 houses side by side.
However, big players do not recommend this: try large blocks of 8x5 or 10x7! When laying out the main roads on the outside of the block, leave room for small roads within the block. If you want to build schools, gymnasiums and landmarks in the neighborhood in the future, large non-square blocks can satisfy this need. Don’t forget, as long as the traffic flow is directed to the main road reasonably, there is no need to upgrade the roads in the block; the block can be renovated at any time without wasting gold coins.
2. A powerful tool to deal with blockage: diversion
Have you ever observed the hurried people in Sim City and where they are going?
This section will mention some game details that may surprise you; it will also give you a new respect for game developers.
Sims will focus on a certain period of time and go from their residences to category buildings (work/school); factories will carry out transportation to and from stores without interruption; Omega drones will use main roads to deliver supplies to Omega residences; parks, landmarks and Entertainment venues will attract large crowds. Like real city designers, players should keep these scenarios in mind when laying roads.
Here are some strategies from big players:
TIP1: Stagger the blocks!
Avoid four-way intersections if possible. The reason is that it causes congestion compared to a T-intersection because there are fewer "left turns".
One of the worst traffic-choked cities ever laid out by the big players (population 1.50,000) has 100% four-way intersections. However, cities with tic-tac-toe planning are not uncommon! Some high-level tic-tac-toe cities eventually had to reduce the blocks to 2x2, which is the size of a building, because the congestion was too serious.
The way to improve a tic-tac-toe is as simple as misaligning your blocks.
TIP2: Divert the traffic to the main road!
Direct people to main roads. When laying small roads, avoid the birth of new "shortest paths"; when adding branches of main roads, always pay attention to whether small roads mistakenly share the traffic on the main road.
Detection method: Let the path of people from point A to point B remain as "point A>small road>main road>small road>point B" instead of "point A>small road>main road>small road>main road>.. .>Trail>Point B”.
After paving the main roads, you should focus on upgrading them! If the inner streets of the neighborhood are also clogged, they are attracting traffic by mistake.
TIP3: Push home and work to opposite ends!
Many people are unable to work in their bedrooms because the distance from the work area to the bedroom allows the body to switch to a resting state. By the same token, residential buildings, factories, etc. should be at both ends of the traffic network! Long tree-like roads can effectively disperse traffic flow because people are always on the road. If category buildings are scattered in every corner of the city, they will be blocked.
Let a dense network of roads bear traffic pressure evenly – and then concentrate on consolidating roads around pedestrian magnet buildings!
Although the dead end is tempting, it is not a good design. Proper trail design should connect to main roads at both ends.
Finally, I will provide you with a city planning map from a big boss.
The above is the paving guide for "SimCity: I Am the Mayor" brought to you today. I hope it will be helpful to you.
I am a variant of this layout. Daniel's layout is unreliable and cannot effectively utilize the land in the early stage.
It’s actually like this, a lot of useful information. But how to rebuild it. I didn't think much about it when I was playing. I put it in a mess. I can only say that it was quite satisfactory.
What is the yellow thing in the last picture?
Hello, what kind of facility is the red one? It’s so blurry that I can’t see clearly.
Depending on your preference, try to design the capital into main roads and branch roads to reduce intersections. The beautiful city can also reduce the pain of road upgrades. You can go all the way to the dark side. One of my areas is designed in this way, with two traffic lights in the entire area.
Boss, is the final layout picture clearer? The watermark makes it hard to see clearly.
I don’t like T-intersections, but I like intersections. I said, I can repair it however I like.
Isn't it right? There are so few buildings?
It’s no longer interesting to have enough resources.
I want to know how the park can maximize the population