• Sign in to follow this  
    Followers 0

    Specialized Cities - Sardines and Apples


    thy451

    Specialized Cities - Sardines and Apples by thy451

    PART 8: SPECIALISED CITIES -- SARDINES AND APPLES In the last part of this section, I will make a short discussion on how to achieve those specialised cities, cities that are built only for one purpose only. All other considerations are thus disregarded. These are not the best cities in the sense of high wealth or high profits but they are the best in terms of their particular vision and purpose.

    B8.01: Sardines: Concept

    The purpose of this is to pack as many people as possible into the city. It is not about how much profit or how advanced the city is but how many people can you squeeze into one city.

    B8.01.1: The Higher you go...

    To start off, you need first to get those high wealth residential buildings. So build as you normally would. You have to make sure that all residential buildings are of stage 8 and highest wealth ($) level. It must be high wealth not low wealth buildings. Place as many parks as you can. Start off in on area rather than do it throughout the city, unless you can afford all the parks.

    B8.01.2: The Greater the fall

    Once you have secured the neighbourhood and make it rich, it is time to cause the buildings to be distressed. As each level of fall in wealth level, the same building will hold more. This is why I told you to move section by section. Since after removing all those parks, your maintenance levels would fall. Thus you can proceed on to the next area. Therefore start removing those desirable parks and maybe even education. But I do not advice removing health facilities as the longer the people live, the larger your city will become.

    B8.01.3: Upwardly Mobile Poor

    Remember, it is a fall in desirability not an increase in commute time, even though changing the commute time for the worse would lower desirability. This is because this city is primarily going to hold a lot of people and if commute time is high, no one will move into the city and you may get buildings that become abandoned. A good advice would be to place the low costs buses. It will help you generate some additional income to make up for the loss in taxes from the rich. And also it will improve commute time in this overcrowded city.

    B8.02: Fresh farm produce, Yummy... The concept for this is to create a viable sustainable farming community that is profitable. I used the word sustainable because the farms must be able to exist many years later and not be pushed out due to development or lack of people working in the farms.

    B8.02.1: Home Schooling

    This is the most important thing about creating a sustainable farming community, there must be no education. Not even a library. This is because once a Sim starts getting educated, they will no longer want to work at the farms at all. If that happens, these Sims will have no jobs and the result is that they will soon leave the city, thus causing your buildings to be distressed. After that, a new batch of ignorant Sims will move in and the buildings will be back to normal. But this would not last long. You will have this cycle of distressed buildings or massive waves of reconstruction over and over again in the city.

    B8.02.2: Market for the produce

    To allow this farming community to prosper, it is best to have big neighbours with huge demand. That way the demand will rub off on your city, which is not likely to generate that much demand herself.

    B8.02.3: Migrant Workforce

    An added way to bring in more cash other than construction of those polluting industries is to make use of the fact that people can travel and work in different cities. You could build a commercial area at the edge of the map so people from the neighbouring city can come here to work. Or you could build a residential area for the poor such that these people go and work in the richer cities. This also helps your richer city as they need not have low wealth housing in their city.

    B8.02.4: Green Water Belt

    Given that farms pollute the water supply, you should place your water supply away from the farms. Also try to leave a distance between the farms and the residential area much like the Green Belt idea for air pollution. Commercial zoning in between is acceptable since they do not complain about the water. Although if one was working in an office, I am sure that one would not want their water for making coffee to be green in colour. But I suppose Sims enjoy their morning coffee with a tangy pesticide flavouring.


    1 person likes this
    Sign in to follow this  
    Followers 0


    User Feedback


    There are no comments to display.



    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an Account  

    Sign up to join our friendly community. It's easy!  :thumb:


    Register a New Account

    Sign In  

    Already have an account? Sign in here.


    Sign In Now

  • New Articles

    • Teaser Paragraph:

      Learn how to make your installed Automata useable as props in the Lot Editor.

      • 0 Comments
      • 130 views
    • Teaser Paragraph:

      Are you tired of building in the same four directions? Do you wish to break free of the shackles of SC4's grid system? Well this tutorial will give a basic overview about diagonal gridbusting.

      Diagonal city building, or gridbusting as the SC4 veterans call it, is a hard skill to master. One requires a great many mods and attached is a list of relevant mods to help get you started. There are numerous in-game barriers to overcome and a great many visual issues which must be addressed to create that dream diagonal area.

      Read on if you are interested in grid-busting!

      • 1 Comment
      • 672 views
    • Teaser Paragraph:

      Wondering whether or not to use a slope mod? Want to see why you should have one installed? Then look no further, this guide should have you covered.

      • 1 Comment
      • 655 views
    • Teaser Paragraph:

      Want to know the full ins and outs of the Japanese NAM Facelift Mod? Well look no further...

      • 1 Comment
      • 502 views
    • Teaser Paragraph:

      Is there a lot that you wish you could plop on the water?  Or did you create your own lot only to find out that the game doesn't allow you to place it in or near the water?  Grab the iLives Reader and follow these simple instructions :) 

      • 2 Comments
      • 295 views
  • Recently Browsing   0 members

    No registered users viewing this page.



  • Featured Topics

  • Recent Modding / Content Posts

    • I'm assuming you're talking primarily about the super-heavy lift cranes.  In all my years of browsing the well-known SC4 sites, I haven't come across any lots or models for cranes such as these.  About the closest thing I've come across (although it's obviously not in the same class) would be the Mammoet PTC by SFBT.  It can be found over at the SC4Devotion website.
    • Hello, I want to say thanks for your help.
      I could do, my goal thanks to you. I have to work a little more on the colors for a better view in the future but I feel satisfied, to be my first mod. Remove the resolution mentioned by a smaller, lod and texture of a 128 x128 also remove the lighting and alpha texture. this was the result
    • Check the resolutions of your lod textures aswell, this error usually happens, if one of the lodtextures has a different texture size than the other ones.
    • I am building some large container terminals in my city of Hamburg. I am using the following mods as they look best from what is around there. http://steamcommunity.com/workshop/filedetails/?id=655290743 Only problem is that they are set as an industrial building for ore and I don't want that. I tried to change it with the RICO settings mod but couldn't find a setting that I am happy with. I just would like them to be a park. Is there a way to change that?   To see my project:  
    • What do you mean by making it smaller? Ideally the lod has the same dimensions. You may want to consider making a simplified version i.e.: Also 1024 and 512 are too large for lods (unless you're creating a huge skyscraper or stadium). 128 should be fine for a building this size. Relating to what MrMaison mentioned, this is because lod textures for all buildings are combined into one megatexture. If there's buildings in there with really large lod textures, they will chew up more memory than needed. Another quick note, your illumination maps shouldn't have any colors. You can also leave out the alpha maps (.a), since your building doesn't have any parts you want to 'look through'.