#citiesskylines2 I think I figured out how to satisfy low density residential demand in the game. It basically operates on the concept of Induced Demand. Just like adding a lane to a highway incentivizes people to use the highway more, leading to the same congestion problems. If you constantly zone low density residential in an attempt to "chase the demand bar," what you're doing is increasing the supply of houses. Meaning, driving down the COST of housing. Meaning more citizens can afford a house, meaning they buy up that supply, so they demand more... it's a feedback loop, like acquiescing to a child who only ever wants to eat chocolate.
So, counterintuitively, you need to IGNORE their demand. By keeping the supply constant, and with demand increasing, the cost of the housing goes up. This prices out some of your citizens, and so they will begin demanding lower-cost options. Enter, medium density housing. You start with row housing, then medium density, then mixed-use. This doesn't happen fast, let alone instantly, so you kind of have to plan this strategy from the founding of your city. At one point I had a 15k pop with almost exclusive demand for medium density housing.
As your citizens get more educated through college and university levels, they'll be able to afford those suburbs again, and the demand will return. But they'll also be young enough that living "in the big city" will be desirable and they'll start demanding high density apartments close to shops and offices. Beware the Low Rent zoning type! Despite being high density, if your citizens are too well educated and make too much money, they'll abandon these buildings the moment they can afford nicer places. But I guess they're a good stopgap measure between medium density and regular high density.
So Induced Demand is a double edged sword: you want to avoid inducing demand for low density suburbs, and purposely induce demand for higher densities.
There is still no way to permanently save chrome’s tab groups. It’s amazing. What do all those “engineers” at that company do all day? The most basically needed features have languished for YEARS.
@anderseknert I would look at the runtime of my unit tests as a function of the size of the codebase. Unit tests running for 1 hour for a single-page app that plays Solitaire and nothing else? Probably would look into improving that runtime. Unit tests running for 1 hour for a fully featured online banking platform? Maybe that's to be expected, carry on.
Frieren is an enigma to me. It lacks the humor and jokes of a comedy, it lacks the drama and tension of a tragedy, it lacks the warmth and affection of a slice of life, and it lacks the majesty and wonder of a fantasy epic. It spends too much time on repetitive, formulaic Monster of the Week chapters to take seriously, and too much time in overcomplicated Shonen battle arcs to snuggle up to. It's distant, transient, and vacant.
The heady premise, the characters, the world, the themes, the slice of life moments, the dramatic battle moments, all these things work individually, but the whole is somehow worth less than the sum of its parts.
I'm annoyed by how it invents flashback scenes for the sole purpose of solving this week's mini-crisis. Someone says a keyword, Frieren "remembers" Himmel saying the same keyword, and then repeating his conclusion verbatim in the present. That's not clever story telling, that's just retconning with style. I've counted no less than 4-5 chapters where the answer to their question "why are we helping these people?" is "that's what Himmel would have done." Why do they constantly ask this question? What did we learn about them, or about Himmel, by repeating this shtick?
I want to like this thing. I like high concept premises, I like fantasy, I like SOL... but Frieren frustrates me.