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hesperidianblue
Newbie

Posts: 4
Joined: Sep 2011
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garages
I was playing in sandbox mode moderately easy lately because I wanted to design perfect city 
Generally all is fine, sometimes I am not shore why factory don't produce thing when it has material, or people live in shack even if I build them home near.
But main problem are garages I built 36 of them and still not enough, I have them on various places in island around homes, farms, mines...
and still message garage is overloaded build another one near by
How much is enough for normal functioning what I am doing wrong?
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| 18-04-2012 01:53 PM |
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hesperidianblue
Newbie

Posts: 4
Joined: Sep 2011
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RE: garages
lol i posted now the same problem my factory have a lot of raw materials and does not produce anything , i think the teamworkes is broken (i had more them 15!!!)
[/quote]
How do you make them, could we fire all and get new one
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| 18-04-2012 04:58 PM |
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Dicktator
Going somewhere...
   
Posts: 165
Joined: Feb 2012
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RE: garages
- You mean you have 15 teamsters or 15 teamsters' offices?
- Are your factories fully staffed? Remember, the rate at which they convert raw material into finished goods is related primarily with the number of workers and their work experience.
- Tropicans or Tropican families will consider moving into a housing unit (two slots each) if the rent is no more than one third his/her income, or the families' combined income, rounded down. So for example at the start of the game if a single uneducated worker earns 5 pesos monthly while a nearby house's monthly rent is 3 pesos they won't move in 'cause it's too expensive for them: they need to set aside money for other necessities besides rent.
- As for the garages I too am not so sure about their operation - I just build a few near the most densely populated parts of the island and ignore the "garage is overloaded" hint - I don't seem to notice any game-breaking negative effects of doing so
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| 18-04-2012 05:24 PM |
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hesperidianblue
Newbie

Posts: 4
Joined: Sep 2011
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RE: garages
[*]You mean you have 15 teamsters or 15 teamsters' offices?
I am not shore how many teamster offices I have but far less then garages, maybe 5 offices...
[*]Are your factories fully staffed? Remember, the rate at which they convert raw material into finished goods is related primarily with the number of workers and their work experience.
They have full workers and for experience I don't know have to check.
[*]Tropicans or Tropican families will consider moving into a housing unit (two slots each) if the rent is no more than one third his/her income, or the families' combined income, rounded down. So for example at the start of the game if a single uneducated worker earns 5 pesos monthly while a nearby house's monthly rent is 3 pesos they won't move in 'cause it's too expensive for them: they need to set aside money for other necessities besides rent.
I always make free housing for all, but sometimes they want move to house by their own will, till I demolish shack.
[*]As for the garages I too am not so sure about their operation - I just build a few near the most densely populated parts of the island and ignore the "garage is overloaded" hint - I don't seem to notice any game-breaking negative effects of doing so
After 36 garage I decided to do the same 
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| 18-04-2012 05:35 PM |
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TheRealScrappie
Newbie

Posts: 6
Joined: Dec 2011
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RE: garages
I used to have a similar problem with garages and teamsters. I would have tons of them but my goods wouldn'te get picked up and my factories stopped producing. I couldn't figure it out until I zoomed into my most populous area and saw the traffic.
What happens is, is that you end up with a centralized population that can't get to work in the teamsters offices. As a result, your goods don't get picked up or delivered. Or worse yet, your workers don't make it to the factory.
There is an easy solution if you have Modern Times... build a couple of metro stations between your most spread out areas. It will take traffic off the road. As you place them strategically around, your traffic problem will diminish.
If you don't have modern times, then you have to learn to spread your population out and have by-passes around your main area to the dock.
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| 19-04-2012 03:51 PM |
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elLobo
Newbie

Posts: 9
Joined: Apr 2012
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RE: garages
Try to place garages far away from intersections. It causes traffic jams (and overloading for some reason it seems).
Actually I've never been able to remedy an overloaded garage, just postponing the time until it starts complaining again, by placing more garages nearby. Rerouting traffic or rebuilding the infrastructure are the only solutions that actually works in my experience.
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| 20-04-2012 02:17 PM |
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Stormtempter
Newbie

Posts: 2
Joined: Dec 2012
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RE: garages
I've run into a curious other problem.
I was running a sandbox, had quite a populous and bustling city. Around 1200 people, had biofarms, ranches, offices, etc.
Near the end of the game I was being bombarded by messages of 'There are no workers in this garage' same with teamsters buildings. Every single garage and teamsters office was fully staffed though.
Never got garage overloaded messages, and I had metro stations next to every garage as well as and least half again as many scattered around various places.
I would think that with that many metros taking traffic off roads, and without getting overload warning that things would settle but they didn't. Every garage and teamster office acted as if there were zero people working there.
Thoughts?
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| 09-12-2012 12:01 AM |
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Stormtempter
Newbie

Posts: 2
Joined: Dec 2012
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RE: garages
(10-12-2012 04:54 PM)CoconutKid Wrote: (09-12-2012 12:01 AM)Stormtempter Wrote: ... Thoughts?
Corrupt game file? Have you had this result in more than one sandbox game?
Just the one, it was after victory, and I haven't really played sandboxes to that expansive of a point since.
I'll chalk it up to just corrupt file and report if it ever happens again.
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| 13-12-2012 12:25 AM |
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