Jump to content
Sign In to follow this  
kernale

Keys to Successful Farming Communities?

12 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online: A long, long time ago... 
 

I've been kind of frustrated with this, and it just occurred to me, and perhaps I'm answering my own question, but in order to increase a farming population, the idea is not to block off a whole swath of agricultural industry like we do with medium and high density industry, but instead make several smaller squares?  I've setup a medium sized city square that i zoned entirely for agriculture and only about a dozen farms popped up, each with a population of 2.  2x12 = 24 farmers, hardly enough to warrant a farmer's market...<br /><br />As an aside, has anyone done a bat for a vineyard?<br /><br />K<br />

Share this post


Link to post
Share on other sites
Guest
Posted:
Last Online: A long, long time ago... 
 

If you don't mind a dozen or so downloads I say go with BSC & CSX for Farming.Also do a Forum search for Farms.Goodluck

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

The fields also employ sims, not just the buildings (which is all the query shows). In the gameplay experiments forum there's a thread about farm jobs and I don't think size makes a big difference in the end. Just zone whatever size you think looks best.

But yeah, farms grow differently from any other type of zone. Every continuous one will turn into a farm with a single main building and everything else as fields. To get different farms touching each other you have to zone them with gaps, wait for them to develop, then fill in the spaces with new zones. Once they've grown farms are a fixed size. They won't merge.

Share this post


Link to post
Share on other sites
Guest
Posted:
Last Online: A long, long time ago... 
 

Farms are a short term fix for jobs unless your aiming for the uneducated moonshine drinking city where everyone is related.Once your folk learn how to read and write it's bye- bye cow dung.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: BlackBeard Farms are a short term fix for jobs unless your aiming for the uneducated moonshine drinking city where everyone is related.Once your folk learn how to read and write it's bye- bye cow dung.quote>
 

LOL trust me...SC4 isn't that simple....I can get all kinds of jobs in my city...

be it farms like below...

rosenbergaug113911453004978oi.jpg

or industry

rosenbergapr153711451409862ai.jpg

i even have shops and such,but not many...

.....

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Farms are not a simple aspect of Simcity. I have had them grow in large city tiles with over 50,000 residents in them.

Favorable conditions to create for farms: lower IAG taxes to 0% (they don't pay much, so the loss of funds is minimal), keep city services confined to the city center (if any), and zone large, flat parcels. I once had a single farm zone take up half a small city tile.


Thessaloniki | <-- Now Open! Come check out this CJ! | Boycott Chick-Fil-A!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The key to keep agricultural industry stong, is leat the commerce be in the towns, but keep the industry out.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Well, I kinda blew away some of my early attempts at cities before I knew what I was doing, and took a medium block and made it currently a standalone town.  When I get home I'll try and link in some photos.  For now though, it is self-sufficient with empty city squares on every side.  I have a North-South and East-West avenue networking to nearby towns, but there's nothing in them yet.  I'm making a profit, but am experiencing unemployment.<br /><br />I believe at last count I have something like 6k+ population.  In the centre of the town is a small police department, a small fire department, a farmer's market, mayor statue, and a bunch of what started out to be low-density shops that are now medium density, and surrounding the town square are single-square low-density residential lots in the four quadrants around the square.<br /><br />Originally I started with commercial lots (usually 2 x 1) lining the avenue near the town square.  Then built a neighbourhood in the NE quadrant.  Within maybe 2 or 3 years of establishment, I'd grown a second neighbourhood in the NW quadrant around the city square.  Outside the neighbourhoods, it's all farm lots in a line/concession road grid like you generally find in the country.  The idea for the town is really just a small farming community north of a sleep cove to the south on a large city tile.<br /><br />My problem is this...Going into the fourth or fifth year and starting on the third neighbourhood, I found a lot of folks were unemployed.  Even with all the commercial lots.  I also found that the vast majority of the population were quickly becoming middle income, which I assume is bad for farms?  I'm now in the 9th year of the town and have a full four quadrants of homes, and found that I am now hosting many high income folks, so I created a small HT industrial park just outside the town square (hardly realistic, but this is just as much a learning excercise).<br /><br />First question, how do I get high wealth people moving into a small podunk farm town with no schools?  I really wanted it to stay lower-middle class.  Maybe one or two high wealth folks, but nothing a high wealth services building couldn't handle.  I'm at a loss as to how this small community became so affluent in so short a time.<br /><br />One amusing, yet perturbing, occurrence was that I had zoned several 1x1 low-density commercial plots along one of the avenues.  I ended up with 5 or 6 Dottie's Diner's or whatever they're called, one next to the other (!).  Do I need to mix up the size of the lots?  One would hope the game would know better than to put the same establishment next to each other more than once, let alone five times...<br /><br />As it is, because of demand and lack of real estate, I've had to rezone all of the low-density commercial areas to medium density, which relieved unemployment for a while, but it's still a problem.<br /><br />Any thoughts?<br /><br />K<br /><br />PS - How do I post messages without the broken html tags?  I'm not using any HTML but it seems to be adding it to every one of my posts.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Is your question how do you get R$$$ or why do you get R$$$ in a rural low EQ situation? If it's why, then some non-RCI buildings, like Power Plants and Clinics, etc. create demand for R$$$.

    If you want to keep R$$$ out raise their tax rate. You might want to bulldoze some of the current R$$$ to avoid delapidation.

    As to redundant development (Dotties Diner) I don't think the game tries to keep things varied. It's even worse when you get big conspicuous R or C buildings all bunched together. Download some low- and mid-wealth lots from the STEX to give the game more options, if you're not put off by the dependency issues.

    BTW: It might be a good idea to be more focused in a particular post (short attention spans and all). Pick one issue and concentrate on that. Create another post for the other issues IF you can't find answers to those issues by searching the forums.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    The question was why.  I dezoned the HT areas and bumped taxes on anything $$$.  That seems to have done the trick.  The population is holding steady at 6,400+, I'm making a profit, and everyone's employed!<br /><br />Thanks for the suggestion!<br /><br />K

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

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

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections