![]() ![]() This means having an effective education system, water, low crime, and nearby recreational facilities. Step 4.) Don't build clinics until you're ready for residents to move up to higher class. Unless you are trying for the farmer's market or a "farming town," I wouldn't bother building farms. Step 3.) Agriculture takes up way too much space for the amount of jobs it creates. Step 2.) Don't build water pipes until you're ready for your residents to move up to middle class: this means having a school. Step 1.) Don't build police or fire stations until you have crime/fires. I hate UNEVEN terrain so a custom flat region is much funner for me. Play for 30secs or till demand drops off. Play for 30secs or till a few buildings pop up. You will need to switch back and forth between the two quite often early on. If you decide to do the neighbour industrial. When you have more than 25,000 people (in 1x3's) I start slowly replacing with 4x4 as money and jobs permit. (I built this replacement strategy into my initial road design. Use 1x3 or 1x4 residential zoning to start but plan to replace those with 4x4 residential to get apartment buildings that 1000-9000 people. You'll get a lot of low wealth people in the city but there numbers will add up quickly and help pay the bills. ![]() (Helps to house the dirty coal powerplants there too).īuilding the industiral in another neighbouring city also give you access to more starting money for residential and commercial in your main city.ĭon't worry to much about education and health until you have the money for it. I usually start in the top left corner so I can connect a neighbour industrial right away and cut out industrial pollution in the city altogether. ![]() I made the road plan a repeating interlocking road/rail pattern so filling out the whole city was much easier (once enough money was made) I used excel at one point to plan out the road system so I could add in monoraild/highways without destroying anything. ![]()
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