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garages
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hesperidianblue Offline
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Post: #1
garages
I was playing in sandbox mode moderately easy lately because I wanted to design perfect citySmile
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?
18-04-2012 01:53 PM
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aresius Offline
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Post: #2
RE: garages
(18-04-2012 01:53 PM)hesperidianblue Wrote:  I was playing in sandbox mode moderately easy lately because I wanted to design perfect citySmile
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?

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!!!)
18-04-2012 03:37 PM
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hesperidianblue Offline
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Post: #3
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 Big Grin
18-04-2012 04:58 PM
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Dicktator Offline
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Post: #4
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
18-04-2012 05:24 PM
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hesperidianblue Offline
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Post: #5
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.Sad

[*]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 sameSmileSmile
(This post was last modified: 18-04-2012 05:35 PM by hesperidianblue.)
18-04-2012 05:35 PM
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Sovereign Offline
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Post: #6
RE: garages
(18-04-2012 05:35 PM)hesperidianblue Wrote:  [*]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.Sad

[*]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 sameSmileSmile


Guys... When the message appeares, press the text of the message and it will move your camera to the garage wich is overloaded. Build another garage to take people away from there.

Building garages right next to each other is not very effective.
Place them so that some of the people using the old garage will use this garage instead.

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18-04-2012 09:49 PM
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aresius Offline
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Post: #7
RE: garages
(18-04-2012 05:24 PM)Dicktator Wrote:  
  • 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
15 teamsters' office and my factorys have a lot of raw materials
18-04-2012 10:09 PM
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AgentOrange330 Offline
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Post: #8
RE: garages
(18-04-2012 05:24 PM)Dicktator Wrote:  
  • 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 have a question here. They way I understood it is that Tropicans will pay 1/3 of their wage ROUNDED UP for rent. My argument here is that at the beginning when farmers are making 5 dollars they will pay 2 dollars for rent in a tenement. 5 divided by 3 is 1.66 so rounded UP is 2 dollars, if they rounded down it would be 1 dollar, making the 2 dollar rent too expensive. Can you clarify?
19-04-2012 03:06 PM
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Dicktator Offline
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Post: #9
RE: garages
No, tenements start at 1 peso monthly rent, so the rule still applies.
19-04-2012 03:21 PM
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TheRealScrappie Offline
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Post: #10
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.
19-04-2012 03:51 PM
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aresius Offline
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Post: #11
RE: garages
(19-04-2012 03:51 PM)TheRealScrappie Wrote:  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.

i started a new game again modern time on, god mod off and with just 3 teamsters's office now work well, they have take it the goods from my factories and send to the ship for the always time
19-04-2012 04:24 PM
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AgentOrange330 Offline
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Post: #12
RE: garages
(19-04-2012 03:21 PM)Dicktator Wrote:  No, tenements start at 1 peso monthly rent, so the rule still applies.

I stand corrected. They DO start at 1. That would make a little more sense anyway...
20-04-2012 02:00 AM
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elLobo Offline
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Post: #13
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.
20-04-2012 02:17 PM
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Stormtempter Offline
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Post: #14
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?
09-12-2012 12:01 AM
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CoconutKid Offline
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Post: #15
Question RE: garages
(09-12-2012 12:01 AM)Stormtempter Wrote:  ... Thoughts?

Corrupt game file? Have you had this result in more than one sandbox game?

Wink
10-12-2012 04:54 PM
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Stormtempter Offline
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Post: #16
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.
13-12-2012 12:25 AM
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