Surviving 5 years at 510% difficulty in survival mode & bugs

City Economic Simulation DLC for Capitalism Lab
Spac3y
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Re: Surviving 5 years at 510% difficulty in survival mode &

Post by Spac3y »

My other thought, and it didnt work, was that whilist retail sales in the early days would lead me to a loss situtation just down to size of the city, I thought Id buy blocks of land and thus increase the balance sheet value, increasing the loans available I could take and thus just buy more.

Lets just say, by the time I needed to call on capital because I had maxed loaned, the land value had dropped lol.

So my plan there did not work at all. It does seem that in the early stages, its best to just buyh your company 100% then just manage and build the city before even thinking about anything else.

Im trying to think where the threshold is for actually starting production / retail.

It might just be at 500K people, but Im thinking probably a million is more realistic ? Mindu, I have also ramped up personal tax in the save above as that is just what makes money. Equally, for 5-% on QOS, the unemployment benefit needs to be set to 25....I was being cheap at 10$ :D
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eleaza
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Re: Surviving 5 years at 510% difficulty in survival mode &

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Spac3y wrote:Its amazing how you start out with a clear idea of where you see you town Elezza, then you suddenly loose a little focus and it mushrooms !
It's me, I am too OCD to let small details go, but also too attached to my precious townsfolk, and don't have the heart to tear down their homes once I built for them. And damn with the city budget, they serve the people, not people serve them :oops:
Spac3y wrote: The big problem as I realised is that in the in the short term it is very difficulty to sustain a retail business. So what I though would make sense, was to let the Mayor take alot of the work (and cost out of it by using its capital for the apartments).
Apartments are very lucrative, and in the very start rent income is somewhat important for the city budget before enough bonus cash come in to build media firms. But I guess I can always issue bonds for cash, however I don't issue them unless absolutely necessary. I don't like borrowing people's life saving with the possibility of all go down the drain (I failed a couple of times, really sorry :cry: ). And I don't issue new shares for my corporation either, just stay as private company till the end, kind of a principle of my own (don't like other shareholders' finger in my pie).
Spac3y wrote: Commercial just doesnt make the money, so, once the mayor (me) has bough the apartments, and plenty of as lets face it, the biggest tax payer is the residents of the city, once they were profitable, I got my company to start buying them.
I see your save is still 4.2.03 (which got me confused at first, why can't I find your save, once I extract it. Then I realise I cannot see my old 510% saves either, so yours must be using older version as well). The commercial building demand is bugged at this version, it got fixed in 4.2.04. But even if in 4.2.03, as long as the supply/demand value in city graph is in the negative, it still make money (however sometimes, the pesky AI corporation will sneak a commercial somewhere far away, and push it to positive). And commercial building is all about distance to CBD, it has to be quite close to CBD area to be lucrative. They are very different from apartments which hey can be placed anywhere (although apartments closer to high land value area, still make a lot more rent income though, like above 100k+ a month, compare to just 50K in remote location for the largest apartment)
Spac3y wrote: Upto 20+m now which in Cap Lab wise is a walk in the park, but at 579% difficulty, makes such a difference :)

I have attached the save below so you can see/play where Ive gotten to and let me know your thoughts :)
I attached what I've improved on your city below as well, with much higher QoL, better coverage, and over 1 million population after several years. But at the cost of not doing any retail or manufacturing. And since you didn't zone the commercial/residential area in the beginning, AIs already built factories close to people's houses, causing pollution issue later on. And since in 4.2.03 relocating buildings are still bugged so there's nothing I can do about it.
Spac3y wrote: Weirdly, some of the sports sliders now work, some dont, although this is still only physical on the slider movement, not on the monetary funding as that does work.
Well, the slider is also a bug in 4.2.03, but I don't know if it got fixed in 4.2.04. I don't think it is. Maybe you can check in out once update to 4.2.04. The saves aren't compatible though.
Spac3y wrote: Would love to see your feedback on the city and possibly where it goes from there with regards to production. :)
Once I loaded your save, I kinda feel sorry for those poor townspeople. Most of them don't have police or fire department service, no schools, little hospitals, and no sports facilities. And then I realize your QoL is still above 50, and people still move in the city. So it is as I suspected before, immigration seems only concern unemployment rate and where there's job opening, as long as there's no emigrant issues, QoL only needs to be maintained at the minimum. I always treat my citizens more than generous, thus spending too much on educations, and unemployment benefit, etc. I see now the success of budget balancing at this difficulty is to be cruel to your people :( . This really is Capitalism game, cold hard cut throat jungles everywhere.
Spac3y wrote: My other thought, and it didnt work, was that whilist retail sales in the early days would lead me to a loss situtation just down to size of the city, I thought Id buy blocks of land and thus increase the balance sheet value, increasing the loans available I could take and thus just buy more.

Lets just say, by the time I needed to call on capital because I had maxed loaned, the land value had dropped lol.

So my plan there did not work at all. It does seem that in the early stages, its best to just buyh your company 100% then just manage and build the city before even thinking about anything else.

Im trying to think where the threshold is for actually starting production / retail.

It might just be at 500K people, but Im thinking probably a million is more realistic ? Mindu, I have also ramped up personal tax in the save above as that is just what makes money. Equally, for 5-% on QOS, the unemployment benefit needs to be set to 25....I was being cheap at 10$ :D
I think if you lower the consumer tax rate, the demand for goods increases a lot. In my game I usually set it to a token 1%, since the tax income lost is small, but the benefit for my corporation is huge. The corporate profit tax doesn't matter much, since most will have tax deduction (there's a typo in the game - deduction not "deducation"). I think profit tax is actually coming from like a fixed 30% portion of the aggregated "local companies" (those companies not of your own, or AIs, but all the necessary invisible services/industries, etc, equal to GDP consumption minus import goods as goods produced locally). Also since the inverse inflation is ON, so another side effect of deducing purchasing power is due to high inflation rate. I think it's a trade off. In my game, I found out that unemployment sometimes isn't a bad thing, once the city reaches 100k pop, there's no need to push the population up too fast. And let unemployment rate a little higher, inflation rate will go down (I even once going into deflation), and let the purchasing power stay strong near 100%. The trade off is ofc the city population will grow very slowly though. I am still not sure whether it's best to have high population and low purchasing power, or smaller population but higher purchasing power. For me the smaller population option since to work ok, and make decent income for even just 200k citizen.
Attachments
SPAC_001.zip
(1.85 MiB) Downloaded 97 times
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Spac3y
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Re: Surviving 5 years at 510% difficulty in survival mode &

Post by Spac3y »

You did a good job on the growth to the 1m mark.

I have taken your save and progressed the company in order that the funds are there to start city two. It does appear with the 1m population drugs and chicken/beef/eggs are making some decent money. ( I have grown it more slowly since taking loading the save and circa 1.2m people).

I take each year and look at job openings then how quickly I wanted to grow the population to fill it. I have to say you did a very good job sticking in the services. GRanted when I upped the initial save they were 50 percent happy ish which I needed to do just to keep a surplus going.

I figure for the second city however I will plan it alot better. Initially on city one I wanted pockets of appartments dotted about so that I could get more shops around the map and less canibalisation. Granted though there was no point really branching out into retail until say 750K population.

On a plus point it is good that the notifcation is there David for the election and worked a treat. I have managed to hold onto the town which is good as I can now begin to work on the second town.

I may place my shops first Eleazza then build the service/aparatments around them in order to maximise footfall and store bonus :)

Oh, I also moved all the factorys out to the corner and it improved enviroment to 80 percent so that was a quick and easy way to increase QOS there.

Jobs and houses due to the weighting on QOS make a huge differrence, especially when an election is looming. Populating on commercial buildings however just never seem to make any money which is odd.
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Latest save
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eleaza
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Re: Surviving 5 years at 510% difficulty in survival mode &

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Spac3y wrote: ...
I take each year and look at job openings then how quickly I wanted to grow the population to fill it. I have to say you did a very good job sticking in the services. GRanted when I upped the initial save they were 50 percent happy ish which I needed to do just to keep a surplus going.
...
Oh, I also moved all the factorys out to the corner and it improved enviroment to 80 percent so that was a quick and easy way to increase QOS there.

Jobs and houses due to the weighting on QOS make a huge differrence, especially when an election is looming. Populating on commercial buildings however just never seem to make any money which is odd.
I see we have very different city planning style :) I like a concentrate and compact town more than urban sprawl.

How did you move those factories? I thought they were bugged when moving. Dezoning all? That's the only way I know to avoid the relocation error in 4.2,03.

Spamming commercial buildings don't work, they have to close to CBD, and in 4.2.03 the supply/demand has to be negative for occupancy to grow (that is commercial demand has to be larger than supply, but this has been fixed in 4.2.04)
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eleaza
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Re: Surviving 5 years at 510% difficulty in survival mode &

Post by eleaza »

For a very small population city, one very high traffic index general store, beats many specialized store, since the total demand just aren't that high. Remember in the base game, a 1 million population city is considered a "small" city, and only like 2 million medium size city worth a single discount store. Spamming more store won't attract non-existed customers, and just increase the total overhead cost.
E is for Endear, all cute and cuddly
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E is for Elate, making others happy
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Spac3y
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Re: Surviving 5 years at 510% difficulty in survival mode &

Post by Spac3y »

eleaza wrote:
Spac3y wrote: ...
I take each year and look at job openings then how quickly I wanted to grow the population to fill it. I have to say you did a very good job sticking in the services. GRanted when I upped the initial save they were 50 percent happy ish which I needed to do just to keep a surplus going.
...
Oh, I also moved all the factorys out to the corner and it improved enviroment to 80 percent so that was a quick and easy way to increase QOS there.

Jobs and houses due to the weighting on QOS make a huge differrence, especially when an election is looming. Populating on commercial buildings however just never seem to make any money which is odd.
I see we have very different city planning style :) I like a concentrate and compact town more than urban sprawl.

How did you move those factories? I thought they were bugged when moving. Dezoning all? That's the only way I know to avoid the relocation error in 4.2,03.

Spamming commercial buildings don't work, they have to close to CBD, and in 4.2.03 the supply/demand has to be negative for occupancy to grow (that is commercial demand has to be larger than supply, but this has been fixed in 4.2.04)

If you click on the factory it gives your the icon with the arrows to move it. You can only move certain buildings, but it has allowed all the factorys to be moved to where I wanted them to go.

Today I have upgraded to the latest version and started again, 600K population and I started building in my stores and it seems to have worked a treat. Nice to see also in the latest version commerical is now working alot better and populating.
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eleaza
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Re: Surviving 5 years at 510% difficulty in survival mode &

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Spac3y wrote: Today I have upgraded to the latest version and started again, 600K population and I started building in my stores and it seems to have worked a treat. Nice to see also in the latest version commerical is now working alot better and populating.
Did you build any landmark in the new version yet? Someone said it's bugged, and all are statue of liberty.
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Spac3y
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Re: Surviving 5 years at 510% difficulty in survival mode &

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I updated to the latest patch and started again. (If you look to the bottom you can see the pyramid so the landmakrs unlock ok) (578% difficulty)

This is city one 786K people. I layed it out alot better this time :) I was also trying to see where the threshold was for being able to start retail 500K people and Im making money so I could now push on R&D. Also the job function seems to be working alot better in the latest patch, you dont seem to need countless media firms for employment opportunities. Commercial also now functions alot better

I have just started on the second city which is currently very small (I though you might like the size, its not sprawling but currently still has 200k people).
Attachments
SPAC_001 (2).zip
Save Game (Latest patched version)
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First City
First City
578% difficulty city.png (3.74 MiB) Viewed 1451 times
200K people in not much space
200K people in not much space
city 2.png (1.73 MiB) Viewed 1451 times
Landmarks
Landmarks
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Last edited by Spac3y on Sun Jul 24, 2016 9:14 am, edited 1 time in total.
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eleaza
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Re: Surviving 5 years at 510% difficulty in survival mode &

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Spac3y wrote:I updated to the latest patch and started again

How do I stick screenies in ? not sure where your hosting your img`s ?
When you add images as attachments, you can use "place inline" to choose which ones to place in the post where.
Place inline.JPG
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like the above images. If you don't assign them, they will be shown at the bottom of the post.
E is for Endear, all cute and cuddly
L is for Luxury, longing for splendid
E is for Elate, making others happy
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A is for Admirers, all of you love me
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Spac3y
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Re: Surviving 5 years at 510% difficulty in survival mode &

Post by Spac3y »

That was what I was trying to do, eventually got it figured thanks Eleazza :)

So interms of company planning, there are a few industries that seem to work well to start with at these population rates. ( I am mainly going chicken/eggs/frozen beef or lamb or both) in a convenience/supermarket) A media firm as we all know makes all the difference and early on the land is cheap enough to do it so it is worth buying. I then move onto drugs, getting 4 R&D down all on ten years (headache/cold pills, cough syrup) and ofcoruse plastic. Furniture is probably next on my list or foods although some foods take more input elements , where as everyone needs a bed and all we need is timber.

Circa 100m a year profit just out of two factories and some stores. This is great as it means I can now fund mayor campaigns and also start new cities.
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