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So, I've started a city, years pass, I've huge excess amount or electricity and water but no deals come up (10 years). I only got a garbage deal (to send). Is that normal?

Edit: so, as it turns out, population needs to be > 5K for selling deals to trigger!

Found some useful information. Apparently, rates vary between 9$ to 12$ per unit. It's usually worthwile to refuse a bad deal and wait a couple of months for a better one, since they won't be renegotiated before 5 years.
Interestingly, while water deals generate less income, the return on investment is superior to electricity.
Post edited July 16, 2016 by Abelf
Also, be wary of power deals. You might not have the required capacity available, but that doesn't stop you from agreeing to the deal. And then you'll immediately have to pay the large fine for pre-maturely ending the deal :P
The other mayors are very anal about the contracts. If the connection to the other city or the surplus production dips below the required amount even for a moment, he'll instantly fine you for a sum large enough to make you regret ever dealing with the fuckwad. It's probably better to feed them power/water from a plant that is not connected to the rest of your system. This will also prevent certain bugs from screwing you over without warning.
The water deals seem to be very buggy: http://www.sc3000.com/knowledge/showarticle.cfm?id=0198
Every Wiki I've read says take the garbage deal and screw everything else because they are just too big of a hassle. Evidently the game has a habit of telling you about surplus and then all of a sudden telling you everything is empty. leaving you shit out of luck. :P
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tinyE: Every Wiki I've read says take the garbage deal and screw everything else because they are just too big of a hassle. Evidently the game has a habit of telling you about surplus and then all of a sudden telling you everything is empty. leaving you shit out of luck. :P
I've seen this for a lot of things on the news ticker, where it will say one thing then the very next news item will say the exact opposite.

I've also found an annoying bug where one of my neighboring cities is offering to take my garbage for me... even though I have enough incinerators to incinerate all my own garbage plus massive shipments from another city with excess capacity left over, so I have nothing to send them in the first place. And if I reject the deal, they come right back in 2-3 months to offer it again, spamming the news ticker with the offer over and over again.
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tinyE: Every Wiki I've read says take the garbage deal and screw everything else because they are just too big of a hassle. Evidently the game has a habit of telling you about surplus and then all of a sudden telling you everything is empty. leaving you shit out of luck. :P
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Darvin: I've seen this for a lot of things on the news ticker, where it will say one thing then the very next news item will say the exact opposite.

I've also found an annoying bug where one of my neighboring cities is offering to take my garbage for me... even though I have enough incinerators to incinerate all my own garbage plus massive shipments from another city with excess capacity left over, so I have nothing to send them in the first place. And if I reject the deal, they come right back in 2-3 months to offer it again, spamming the news ticker with the offer over and over again.
I just wish I could get to incinerators! :P You take six months off playing these games and you have to relearn EVERYTHING!

I'm getting my ass kicked here.
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tinyE: I just wish I could get to incinerators! :P You take six months off playing these games and you have to relearn EVERYTHING!

I'm getting my ass kicked here.
Tell me about it. I've made it pretty far, but all the little things keep screwing me up. The nastiest is the brick wall I hit in the 80's and my RCI demand just plummeted. I'm currently treading water with a tax rate around 2% and can barely afford to build anything, and if I raise taxes then demand just dives deep into the negatives again!

Everyone is telling me I "need to attract high tech industries" but I have no idea how to do that. I have superb education (due to the population having actually shrunk from my peak in the 70's I have too many schools and colleges), I have excellent police coverage, pollution is contained to a few industrial areas, traffic is excellent thanks to my subway system, I've activated every ordinance that supposedly attracts high-tech industries... but they just aren't coming :-(
Post edited July 17, 2016 by Darvin
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tinyE: I just wish I could get to incinerators! :P You take six months off playing these games and you have to relearn EVERYTHING!

I'm getting my ass kicked here.
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Darvin: Tell me about it. I've made it pretty far, but all the little things keep screwing me up. The nastiest is the brick wall I hit in the 80's and my RCI demand just plummeted. I'm currently treading water with a tax rate around 2% and can barely afford to build anything, and if I raise taxes then demand just dives deep into the negatives again!

Everyone is telling me I "need to attract high tech industries" but I have no idea how to do that. I have superb education (due to the population having actually shrunk from my peak in the 70's I have too many schools and colleges), I have excellent police coverage, pollution is contained to a few industrial areas, traffic is excellent thanks to my subway system, I've activated every ordinance that supposedly attracts high-tech industries... but they just aren't coming :-(
Here. There are more out there but this should at least get you started in the right direction for High Tech. I'm glad I checked this out because the qualifications for HT in #4 are WAY different! :P

https://simpage.net/simcity3/tips/957877531.shtml
Those water deals are one big pain. Thinking switching to energy. Question: If I build a second Coal Plant would a forest of trees help in minimizing the pollution issue?

Bob
Post edited July 20, 2016 by macAilpin
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Darvin: Tell me about it. I've made it pretty far, but all the little things keep screwing me up. The nastiest is the brick wall I hit in the 80's and my RCI demand just plummeted. I'm currently treading water with a tax rate around 2% and can barely afford to build anything, and if I raise taxes then demand just dives deep into the negatives again!

Everyone is telling me I "need to attract high tech industries" but I have no idea how to do that. I have superb education (due to the population having actually shrunk from my peak in the 70's I have too many schools and colleges), I have excellent police coverage, pollution is contained to a few industrial areas, traffic is excellent thanks to my subway system, I've activated every ordinance that supposedly attracts high-tech industries... but they just aren't coming :-(
Generally, lowering your taxes below 5% doesn't make enough of a difference to be worth the lost revenue.

It sounds like you've hit the great depression, which is triggered when our workforce falls below 50% of your population. Because of a design flaw, this can happen when your sims live too long, which leads to your having too many retirees. You need to manage your healthcare to avoid the ageing population problem. Just keep an eye on your demographics and induce a shortage of doctors when your residents start living too long. Just like they do in real cities.
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tinyE: Every Wiki I've read says take the garbage deal and screw everything else because they are just too big of a hassle. Evidently the game has a habit of telling you about surplus and then all of a sudden telling you everything is empty. leaving you shit out of luck. :P
Power deals are rarely worth it, but water deals can be.

A power or water connection costs $2,000. To generate enough cash flow to pay back your loan, which you pay back at 12% a year for 10 years, you need to generate $240 a year from your neighbour deal, or $20 a month. But if instead you spend that $2,000 improving your own city, you can usually increase your tax revenue by more than $240 a year. And once you no longer have cash flow problems, you still have to compare the neighbour deal with other, more profitable spending.

The economics becomes clearer once we look at the cost of providing the utility. The coal power plant is the most cost-effective power plant, at a cost of $5,000 to provide 6,000 MWh a month for about 60 years. That's about $833 per 1,000 MWh. You can sell 1,000 MWh for up to $12, which is about a 17% annual on the portion of your power plants that your neighbour uses. This hardly inspires action even when you already have a connection, so when you throw into the equation the $2,000 for the first connection, you'll struggle to generate the cash flow for your bond even with a large neighbour who wants a lot of juice. Bear in mind that you must be generating a significant amount of excess power for your neighbour to offer a deal. That first connection will simply never get built.

Water is a similar story with a happier ending because water pumps are much cheaper than power plants. Once you have a neighbour who wants to buy about 5,000 cubic-metres of water a month for $60, you can get a 22% return including the cost of the first connection. That's assuming you already have pipes near the right border; otherwise, the cost of pipework may make it unprofitable. What makes this really worth considering, though, is that once the connection has been made, each pump can generate an annual return of up to 72% if you manage to score a deal where you're paid $12 per 1,000 cubic-metres. Generating the excess water to trigger the deal offer is also cheap and easy because of the water pump's low cost.

A problem with both the water and power deals, though, is that if your neighbour's supply is ever interrupted, you're hit with a penalty that wipes out years' worth of the revenue you would get from the deal. There's also a bug that limits the number of tiles over which power and water can be transmitted, so if you build your pumps too far from the connection, you'll default on the deal without knowing why. An easy solution is to build your pumps near the connection.

And as you already know, garbage deals are easily worth it once your city has grown a bit. Road connections cost $2,500, but because you need to build them anyway, as long as you wait until you need them for your population cap, you don't need to worry about earning that money back from your garbage imports. One landfill zone costs $50 and can hold 3,200 tons. At $12 per 100 ton, that's $384 over 32 months, or an annual return of 188% for two and a half years. No cash flow problem there. Unlike buildings, though, once the landfill is full, it's full. But even if you annualise it over 20 years, that $384 still represents an annual return of 38% on your initial $50 expenditure. By then, you should have already switched to incinerators, which--believe it or not--provide a better return than water pumps. It's because water is sold per 1,000 cubic-metres but garbage is imported by the 100-ton.

A major benefit of the garbage deal is that most players can avoid the penalty without making any special effort. Most players probably dislike power and water deals because it's very easy to get an interrupted power or water connection, and it only needs to happen once to sour a player on the idea entirely.

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macAilpin: Those water deals are one big pain. Thinking switching to energy. Question: If I build a second Coal Plant would a forest of trees help in minimizing the pollution issue?

Bob
I might be mixing up Simcity 3000 and Simcity 4, but I think that trees do help in both games. In any case, you should build your power plants on the corners and edges of the map.
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macAilpin: Those water deals are one big pain. Thinking switching to energy. Question: If I build a second Coal Plant would a forest of trees help in minimizing the pollution issue?

Bob
I quickly did a test. Three coal power plants, one surrounded by a lot of trees, one half surrounded by trees, and one without any trees. I then compared the air pollution around them after one year. Doesn't appear to make much difference:

It could be that trees help a little, but it just isn't noticeable against the massive amount of pollution caused by a coal power plant. I did the same test with gas power plants and got the same result though.
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Post edited July 20, 2016 by Matewis
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macAilpin: Those water deals are one big pain. Thinking switching to energy. Question: If I build a second Coal Plant would a forest of trees help in minimizing the pollution issue?

Bob
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Matewis: I quickly did a test. Three coal power plants, one surrounded by a lot of trees, one half surrounded by trees, and one without any trees. I then compared the air pollution around them after one year. Doesn't appear to make much difference:

It could be that trees help a little, but it doesn't isn't noticeable next to massive amount of pollution caused by a coal power plant. I did the same test with gas power plants and got the same result though.
Thanks for the effort. I took a electricity deal next door and kept getting pushed for more. The game deals are to break you if you are not careful. But I put a forest around the energy plants as I built more and saw little difference just as you said. But I did notice that the trees seem to help somewhat with my nearby landfill. Not 100% sure but that is what it looks like.
It makes sense. The game wants you to go high-tech. If a forest could solve the problem, there would be a line of coal plants behind a screen of trees.
But a great thing happened. The forest I built was next to the prison which I keep away from the City. Max Prison catches fire--- then the forest. Each tree is like a small bomb. It was hilarious. Lost a lot. But it was great.
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macAilpin: Thanks for the effort. I took a electricity deal next door and kept getting pushed for more. The game deals are to break you if you are not careful. But I put a forest around the energy plants as I built more and saw little difference just as you said. But I did notice that the trees seem to help somewhat with my nearby landfill. Not 100% sure but that is what it looks like.
It makes sense. The game wants you to go high-tech. If a forest could solve the problem, there would be a line of coal plants behind a screen of trees.
But a great thing happened. The forest I built was next to the prison which I keep away from the City. Max Prison catches fire--- then the forest. Each tree is like a small bomb. It was hilarious. Lost a lot. But it was great.
Luckily I don't seem to have problems with fires. In fact they seem to burn themselves out even before the firemen get to them :P That's one thing I miss from SC4. I loved seeing the firemen race to the fire with their firetrucks to put out the fire
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ForgottenTrope: Generally, lowering your taxes below 5% doesn't make enough of a difference to be worth the lost revenue.

It sounds like you've hit the great depression, which is triggered when our workforce falls below 50% of your population. Because of a design flaw, this can happen when your sims live too long, which leads to your having too many retirees. You need to manage your healthcare to avoid the ageing population problem. Just keep an eye on your demographics and induce a shortage of doctors when your residents start living too long. Just like they do in real cities.
*Facepalm*

That would almost certainly apply to me, having maintained excellent health care for 80+ years. That does explain what's going on. And yeah, tax rates below 5% are indeed crippling, but I had concerned citizen groups yelling at me about my "excessive" 3% tax levels. Yes, seriously, petitioners were coming to me to complain about high taxes at fricken 3%...