Fix Fixed Locations

Discussion in 'General Archive' started by nortoncommander, Apr 20, 2014.

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  1. Nearly every time I want to rearange something a bit on the main playfield I bump into these fixed location industries getting in the way trimming my space humgry wings. I know that every nuisance can be seen as a challenge, but I do see this solely and exclusively as a NUISANCE only. What for do we need a fixed location buildings in environment already cramped and full of other limitations? I want that to be removed in whatever way and the fixed places made movable according to players wishes and development plans. :cool:

    No suggestion on how to do it this time, as you mostly don't listen anyway. Just figgure it out yourself and fix it, please.
     
    Last edited: Apr 20, 2014
    E30CABRIO likes this.
  2. brucenic

    brucenic User

    In the early stages this is a nice "challenge" as you can only build the breweries and brickyards when you have bought the plots they can go on.
    Once you have bought all the plots in the main city say, this restriction should disappear. There should be some achievement based unlocking of the fixed positions.
    Real cities do not have brickyards mixed in their multi storey buildings.
     
    E30CABRIO and nortoncommander like this.
  3. babyfaced

    babyfaced User

    I get what you're saying, but in real life you can't build things where you want them all the time. Yeah I know, this isn't real life, but I like it. I mean, in reality you wouldn't build a slate mine 10 miles away from a source of slate. It'd be daft. I understand that it can be a pain in the backside having them dotted around. It can be difficult to design a neighbourhood as a result. I've got around it by surrounding the brick yards with trees to sort of "mask" them from surrounding houses.
     
  4. That's about how I think is should work. Well put.

    @babyfaced: I find your reasoning a bit far fetched and inconsistent. To say just a bit, in real life you wouldn't build 5 brickyards in the middle of your city, while some form of conveyer route from the source of clay or water to a processing plant if deemed necessary would sure be considered and constructed. Also in real life you don't have quaries in the middle of the city either, it just doesn't usually happen this way.
     
    Last edited: Apr 20, 2014
  5. babyfaced

    babyfaced User

  6. wizardelo

    wizardelo User

    i agree with brucenic mostly. having these specific places is incentive for players to expand there, same way as the bonus buildings on other land plots.
    so the system locks the production to a specific zone with no wiggle room.

    As much as it annoys me to have to work around these specific places, i've learned to deal with it, and even make efficient neighborhoods from and with them.
    new playfields will give us even more wiggle room, as we can move most of the items from 1 pf to another.

    added: plenty of other things need fixing in this game, this is not one of them in my opinion.
     
    wildheart50122 likes this.
  7. @wizardelo: You probably know that although your post seems to suggest otherwise, but expanding to a fixed position is not in question at all. :) Rather being able to move around freely at some point once you got that fixed place, removing this constant and wholy unnecessary nuisance is what my suggestion targets. Since after the plots were bought it hardly serves any other purpose then suggested, a nuisance. :D

    For your comfort, even if my suggestion was implemented you can still keep your fixed places where they are and learn to work around it and make efficient neighbourhood. :) Efficiency or lack of it is not the reason for this suggestion, rather beauty is.
     
    Last edited: Apr 20, 2014
    E30CABRIO likes this.
  8. billyjim

    billyjim User

    I like options, but with out any restrictions then there would be no challenges. There are always some issue in a city to prevent the development as desired. Geography, Geology, Cultural, Environmental, etc. I look at these fixed locations as such. If the developers wish to restrict these locations I create industrial areas around them and build my residential areas else where.

    So do you want to be able to build farms and lumber mill on any type of soil?
     
  9. Billy,
    • first, I'm not asking to remove all restrictions, as you are hopefully well aware from my advocating and justifying many other restrictions. Space wise we are restricted enough already even without this nuisance. :)
    • second, the post is about fixed spot industries, not about areas of different soil types.
    • third, there are 8 fixed spots on such a small space spread around the playfield with space proportions unrelated to any real life neighbourhood, so real life comparison type reasoning can't be fully justified.
    • fourth, and most important: I don't care about what developpers wish, I WISH to move around freely........ lol :D :p :D :p :D :p :D

    Freedom ! ! ! :D :cool: :D Have you noticed my avatar? :)
     
    Last edited: Apr 20, 2014
    E30CABRIO likes this.
  10. billyjim

    billyjim User

    Just wanted to have the clarification, oh mighty Nortoncommander. May your freedoms rock on. The farms and lumberyards are fixed or limited to certain areas of the play field, just wanted your opinion. Thank you.

    I have noticed your avatar :p:eek::D, Long may she reign. I always liked BIG city girls. :oops: Even imports. lol
     
    nortoncommander likes this.
  11. Reagrding farms and lumber mills it is limiting somewhat but it doesn't get so restrictive and intrusive as just one spot 8 times half of them in the middle of the city disrupting natural and inteligent city planning. Clearly I haven't even considered these two. There are other limitation of this type, some more, some less "logical". I'm fine with houses destinned to go on water while beach houses don't make that much sense with beach so narrow. The biggest trouble with this type of limitation is that it's usually completely out of proportion. If proportions were more like real life, which is impossible unless we have playfields at least ten times the current size, then these location restriction would make a lot more sense as they then could reflect a bit better real life conditions.

    I know it's just a game and will never reflect real conditions properly, but despite that, some of us are still trying to build something which they will be pleased to look at. I specificaly am always space hungry. The overcrowded habitats which some players build, so regular, so predictable, so boring in a way, have no attraction to me at all. If you had a chance to see my places it always tends to have more space then buildings, even if this space would be just natural grown trees and grass. Spacious is a code word when it comes to living for me. And I have always lived in spacious arrangements, even when living in big cities of the world.

    The same is a driving force behind my quest for power plants upgrades for example. They are simply too many for such a small area making our cities look unrealisticaly silly only increasing the "overcrowded" phenomenon. The same applies to quest for more varied decorations, especially such that make it possible to create nice parks. But this would need finer grid so changing this would be a big big issue.
     
    Last edited: Apr 20, 2014
  12. TellusXIV

    TellusXIV User

    At lower levels it was an obstacle but at higher level it is an obstacle of annoyance :(
     
  13. wizardelo

    wizardelo User

    how about make the soil types be as large as lets say 1 land expansion 7x7 plot
    that would surely give enough wiggle room if you realy need that 1 square to finish your neighborhood.
    also this would help you to crowd all brickyards in 1 plot:) or move them to another plot if city planning requires.

    compromise?
     
    wildheart50122 likes this.
  14. @wizardelo: If introduced as a standard, it would spoil the "expansion game". If introduced after all the plots of specific type have been bought, it would keep the expansion game, yet provide at least a bit of flexibility. Better then current conditions, certainly.

    I wouldn't mind paying CC or resources or compelting tasks to unlock such a location expansion.
     
    Last edited: Apr 21, 2014
  15. wizardelo

    wizardelo User

    why would it spoil the xpansion game? as you expend you would want to move the factories further from your city core, thus unlocking further plots of "water" or "claypits" or "farmland" and moving all your production there.

    the situation i was talkin about is that the water/claypot spots would stay the same place, but instead of 3x3 or 2x3 would be 7x7, and you would be able to place it anywhere in that plot. but you still have to unlock and buy it
     
    wildheart50122 likes this.
  16. If you can crowd all brickyards on one plot, as you suggest, right away, that would spoil the expansion game. So unlocking the 7x7 would have to come later, possibly after all the plots of that type have been bought, while initial purchase would be as it is now, only alowing 2x3 or 3x3 location.

    But it's just a practical comment. I'm not saying it needs to be this way. Just acknowledging that unlocking these industries one by one by purchasing land is a meaningfull strategy and that my suggestion doesn't have to cancel this initial progress. Freedom would come later in the game.
     
    Last edited: Apr 21, 2014
  17. wizardelo

    wizardelo User

    i dont see it that way, yes you can place all 5 brickyards at once, but that is actualy a good thing from my perspective. and having the oportunity to move them later as i unlock more claypit plots is again another benefit
    how is it that farms and lumbermills are ok for this and not brewery and claypit?
     
    wildheart50122 likes this.
  18. It is as it is. How you see it doesn't change anything in this case. :) I'm not saying your variation is bad or good, and I don't care if they spoil the "expansion game" or not as I'm after something else. :) Not even considering lumber mills and farms. Just stating the fact that your suggestion spoils/changes the "expansion game".

    So, if they want to keep this gradual land purchase dependent adding of brickyards, they can still do it while satisfying my request. You see the point?
     
  19. billyjim

    billyjim User

    Here is another option sell you the right to develop any specific location into a clay pit or water source. Buy the mineral or water rights just like a building permit and place it where you wish on any undeveloped site on the playing field. Then move or construct the brickyard or brewery where you wish. The option could be linked to purchasing all of the plots in the play field and or a certain level of play, say between level 30 or 40.

    This way you could develop your city as you wish. By paying for the right to develop land where and how you wish with out stopping the need in the early expansion stages. The limiting factor would be the cost of buying the rights. To keep some one from just buying an unlimited number of rights each additional rights price could increase. So you would have to use this option judiciously or go broke.
     
    wildheart50122 likes this.
  20. Time to bump this up too again. :) Putting the 4th Brewery back on suburbs for Soccer event in my time-cut-down preparation reminds me that this nuisance needs to be taken care of. Now I either need to put up with spoiled Suburbs, or just demolish it and throw all that investment for L2 Brew out of the window. That fixed brewery and brickyard just obstruct development. Once the places are unlocked they should be somehow made moveable so that those of us who like freedom and creativity are not limited.

    In fact this and manufacturing translation from field to field are joined issues.

    Get your heads together boys and bring us a nice freedom solution. :)
     
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