If everything is unlocked in a region (Smelting, trade ports etc)Anyone have a guide on building a hi-tech city start to fInisj? Are they mostly oil based heavy pollution? I read they were good worker supplier cities and I keep running into late game cities where I need more workers and I have to reorganize everything just for more zoning space and I'm not always sure which density workers I need.
1. Get a typical city with very low/none industrial. Be sure to get a highschool/community college.
2. Build a smelter and trade ports and start importing ore/coal and exporting alloy. If you have those resources you can mine them too but three smelters is better profit than one smelter, one ore mine and one coal mine. You'll be making mad bank from smelters, get like 3-4 of them all building alloy.
3. Unlock processor plant with a few high tech industrial zones (build some around your college if you need to tech them up, but I've never had to and always place the community college/uni in a higher wealth area away from industry).
4. Start importing plastic and using your cities' alloy to build processors. This won't be a huge profit margin like smelters (smelters are like 400% profit over original material, processors are 200%).
5. Build a consumer electronics factory and start using the alloy + processors + imported plastic to build and export TVs. Keep building these factories.
At this point you've basically won the game. With a few tv factories you have an order of magnitude more income than is reasonable, and the profit margin on TV factories is so high that importing processors/alloy/plastic is better than building them. The opportunity cost of any space not being occupied by a TV factory is around 500k a month. To me this ruins the game because these factories may as well dupe gold. They need to do the following to fix this:
A. Enable whatever economy system they have to have industry compete (So if everyone is building TVs the profit will lower). Here's the disabled feature:
Whenever they enable it alloy/electronics will plummet, though it might be kept artificially profitable by the fact that factories/trade is inherently un-simcity like and unintuitive. Frankly I think it shouldn't have been put into the game.
B. Make the economy system much more local (So even if the global price for a TV shipment is 197,000 if I make a huge TV factory city in my region the price will dramatically lower).
C. Make it much more challenging to find employees for a TV factory. Right now all you need to is a high school really, the community college just helps them get educated faster.