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[新闻] 【官网博客】模拟城市的收入等级

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发表于 2012-12-20 01:10 | 显示全部楼层 |阅读模式
Hello again everyone! Previously, I talked to you about how roads affect density and how you get a city started in SimCity, so today I want to talk about how to make your city grow in Wealth. Wealthy Sims bring with them high rises and skyscrapers, as well as needs that others Sims will hardly complain about. Despite having a lower population density, these Sims are more demanding, and much harder to keep around. In the end, wealthy Sims can be a boon to your city, providing significantly more income than other Sims if managed well, or a burden if you aren’t up to the task.

In SimCity, you’ll find attracting high wealth Sims to your town and growing in wealth is fairly easy, however as I mentioned, the challenge comes in keeping wealthy Sims and businesses in your city. While all RCI buildings have basic needs, like water, power, sewage, and garbage, higher wealth Sims are more sensitive when their needs aren’t met and will become more vocal and less happy the more you ignore their needs. Education, pollution reduction, better crime suppression, and consistency in all your services will become a priority as your Sims go up in wealth. Additionally each RCI category has a service that becomes more important the more of them you have. Industrial buildings are more prone to fires, commercial buildings are more sensitive to crimes, and residents will go home and stay there is they get sick, demanding more health services.


Based on what your focus is, you’ll want to make sure you have enough buildings to respond to their needs. Industrial cities will want to focus on fire and garbage services, commercial cities on police and transportation. Individual services can cover a fair amount of your City, but unlike the suppression radius of previous SimCity games, these units have to actually travel to the problem areas, so you need to keep your streets clear with public transportation (covered in detail in Lead Gameplay Scripter Guillaume’s past blog post) and make sure to expand your services to cover multiple fires, crimes, or injuries, particularly as these buildings grow in density. As you place service and infrastructure buildings to meet your city’s needs, you will see the land value of your city begin to change for better or worse, and in turn you will see some of your residential and commercial buildings upgrade to reflect these changes. Industrial buildings are less particular about where they like to be, and instead grow in tech level by having college or University education in the city. High tech buildings provide less air pollution, higher profit margins, and less of a negative impact on the land value of the neighborhoods that are nearby (though don’t expect anyone to build mansions nearby).


Controlling your land value to attract specific wealth classes is an important part of managing your city, and while getting mid wealth residential and commercial buildings is a natural part of improving conditions in your city, getting more than a handful takes some sprucing up. Players who decide they want to take on the challenges of higher wealth will mostly impact the wealth of their neighborhoods by improving them with parks. Parks come in a wide variety of flavors in SimCity, but can be generally broken into three categories: Low Wealth, Mid Wealth, and High Wealth. Low Wealth parks provide some happiness to the local Sims, and a place for Sims and their kids to hang out and keep out of trouble. Mid Wealth parks attract mid wealth buildings, and are generally nature or sports themed. High Wealth parks tend to revolve around sculptures and fountains and other expensive but nice to look at elements, and will attract high wealth buildings. Building parks in a neighborhood will spur the development of buildings of that wealth class in a radius around them, and building them in areas with a high natural land value, or overlapping the influence of another park will widen this effect. On the other hand buildings that are noisy, dangerous, or heavy polluters will decrease the land value around them, so be careful where you place them.
1 收入跟密度有关系,也就是说,收入越高房子越高
2 地价决定住在那里的人的收入等级(sc3k?!)
3 地区附近的环境决定地价,扑通个公园旁边就会涨高收入
4 通篇文章对工作岗位,通勤时间只字未提
5 由4得出,sc5没有黑楼.

[ 本帖最后由 jjbsy 于 2012-12-20 01:12 编辑 ]
发表于 2012-12-20 02:59 | 显示全部楼层
收入越高房子越高只是在某个阶段吧。最最牛叉的富豪们应该都去住别墅了。。
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发表于 2012-12-20 14:32 | 显示全部楼层
第一条真猪!
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发表于 2012-12-20 17:31 | 显示全部楼层
要真是游戏全程贯彻第一条,那就太逊了……
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发表于 2012-12-20 20:15 | 显示全部楼层
第一条楼主是说笼统了. 情报具体是说高收入市民会带来更多的高楼大厦. 高收入市民的人口密度会更小(可见占地面积不变的住宅为了降低密度只能长高), 但会有更多低收入市民没有的需求. 这还算符合现实.

所以我所理解的就是,游戏里的"分区密度"与住宅区的人口密度应该是不同的概念.比方说你把一个住宅区域划为高密度,这个高密度的意思就某一面积的区域必须塞进n人.那么如果这个区域的市民属于低收入,一般的高层住宅就足够了.但如果是高收入市民就会出现特高层的住宅大楼,密度还是高密度,但是人口密度就小了.

至于商业区,更多富人才能有更多高楼大厦出现这就比较正常了吧.

[ 本帖最后由 rauyee 于 2012-12-20 20:27 编辑 ]
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发表于 2012-12-20 20:35 | 显示全部楼层
第一条说明穷人住别墅了哦???
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发表于 2012-12-20 21:15 | 显示全部楼层
哎,不知道内测什么时候才放出啊,3月初就发售了。。。
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