Started fresh on my let's play along with Skye's first Let's Play series, I decided to give my cashcow some character and leave the city (Greencow) with some steady-state, excess, green-power (200MW), water (580kgal/hr) and sewage (360kgal/hr) to offer the region. It's humming along happy and profitable (with the excess utilities on).
I haven't gotten far enough in the series to know what Skye will do here, so these happy Sims may be shocked again (extended 20% tax rate was the first shock), if I raise this city to the ground.
900K sent Petrol Bay to make a variant on Skye's segregated oil/fuel port town. I'll only need one set of core utilities (even after segregating) thanks to Greencow. I also hope to enhance Skye's train-segregation through the use of pedestrian paths. These are available (w/out the university) via mods by Oppie. I'm currently using an all-in-one version that puts both university ped. paths and service roads in my road menu (without having the associated facilities plopped). It's one of my favorite mods. He appears to have removed the version I'm using and replaced it with two separate mods (one for ped. paths and one for service roads).
I haven't gotten far enough in the series to know what Skye will do here, so these happy Sims may be shocked again (extended 20% tax rate was the first shock), if I raise this city to the ground.
900K sent Petrol Bay to make a variant on Skye's segregated oil/fuel port town. I'll only need one set of core utilities (even after segregating) thanks to Greencow. I also hope to enhance Skye's train-segregation through the use of pedestrian paths. These are available (w/out the university) via mods by Oppie. I'm currently using an all-in-one version that puts both university ped. paths and service roads in my road menu (without having the associated facilities plopped). It's one of my favorite mods. He appears to have removed the version I'm using and replaced it with two separate mods (one for ped. paths and one for service roads).
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