


If we see where they're going, about 4k spread out to their jobs in Hangar Bay, but about 4k decide to board the first train (orange line) back to Mar Sara.thus completing their loop back to Mar Sara. They're just using the highway to pass through Urona Sigma. We've got about 8k sims going to Hangar Bay, the majority of which came from Mar Sara. I think there are ways to mitigate this issue with good city design (in the ABC scenario mentioned before, make sure that the entrance to B from A is not close to the entrance C from B (and that the sim can find a job closer). In other ways, the transport must branch out from a single city (instead of A->B->C->A, have A->B and A->C connections, and not the B->C one). The one way to surely solve the problem is make sure that none of these circular possibilities exist. The end result is a stream of sims, eternally commuting around the corners of a city, never finding work - and creating tremendous traffic jams in the process. In each one of these cities, the commuting horde picks up new commuters, but never loses any, including when it passes back through the same cities again. Upon arrival in City A, they see that City B is closer than any of the jobs in City A, and the cycle repeats. City D is no better than Cities B & C, and so the entire horde commutes into City A from City D. The sims get to City C, find the same situation as before, and along with City C's unemployed, commute en masse to City D.

These sims make the decision then to commute to City C, along with all of City B's sims that are also headed there for work. The sims get to City B, and find that in fact, the jobs are not at the edge, and the edge of a third city (City C) is closer than any of the jobs in City B. Because sims always assume that the neighboring city's jobs are always at the edge, they will cross to the neighboring city in search of work, commuting to the neighbor (City B). If each city is connected to each of its neighbors near that corner, residents in that part of a city (City A) may find that the edge of the city is closer than any job within the city. The easiest visualization of this is to imagine four cities sharing a common corner. This issue was brought to my attention by 419, who warned me of the possibility of my sims going from region to region, in a circular loop, becoming "eternal commuters, just going from region-to-region, forever.Įternal Commuters is a situation caused by sims thinking that the nearest job is always in a neighboring city, and consequently getting trapped in an endless loop. As you can see, even SC4+NAM can be quite pretty.Ībout 1k sims from Urona Sigma are living the traditional middle-class American dream, commuting to work from their leafy suburban homes to the city. Points of interest include city hall and a mayor's statue. The railroad sends 9k sims into Hangar Bay, drawn predominantly from the west side of the city. The highway sends 11k sims into Urona Sigma, drawn predominantly from the east side of the city. Let's take a look at the economic effects. Also shown here is the health overlay, with the coverage radius of the hospitals, which provide complete coverage for the residential zones. Our starter city of Mar Sara has really grown due to the economic benefit of two neighbors. This gives us a good look at all three types of pollution - powerplants/incinerators, industry, and traffic.Īll the power in the region is coming from this single hydrogen power plant. Finally, we see a stripe of traffic from the road leading to Urona Sigma. The manufacturing zone generates quite a bit of pollution, while the high-tech region has some pollution, mostly from traffic. They take care of the entire trash output of the entire region. As you can see, there is a large plume from the two incinerators. We've developed Hangar Bay a little more, creating two distinct zones, a polluting manufacturing zone to the west, and a high-tech zone to the east. Now we are going to develop each of these zones a little more, bouncing back-and-forth between these zones, just developing each, and touching on a few topics related to multi-region play. We added Urona Sigma as a suburb for Mar Sara. This is a continuation of Part 1, part 2, and part 3.
