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Zarp

Rich Neighborhoods

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

I always thought of the incapacity of keeping wealthier sims away from less wealthy sims one of simcity's biggest flaws.

I was wondering if there is a way to make a zoned area "R$$$ only", of course, there is features as controlling water/schools/health to keep R$$$ packed up somewhere, but that still gets you a lot of limitations.

Anyone?

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

I don't think there is anything of the sort except plopping things.

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I have an area that is all R$$$...I typically just zone 3x3 or 3x4 plots in this area and the incredibly high R$$$ demand in my region gobbles those plops up EVENTUALLY, not always right away, but eventually especially once all the services are met, ie...water, schools, medical, parks

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Hello Zarp,

As far as zone tools go - no, there is no way to keep it this way with zone tools.  Although as pointed out above - your high wealth sims do tend to grab the larger lots (even up to 5x5) first, but enough demand for lower wealth could see the high wealth's lower rises replaced by lower wealth's higher rises.

However - one can make R$$$ "bedroom" suburbs (cities of only R$$$) by using the mayors taxing authority and utilizing Regional Play.

You need the regional play to either import lower wealth workers (from one or more neighboring cities) to be employed by your high wealth sims in the local job market, or you need to export your high wealth work force to one or more neighboring cities that have employment for high wealth sims; or maybe both. In all cases you will want good transportation between your R$$$ city and it's neighbors.

-NetPCDoc

No detail is too small to be micromanaged.

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I just wait patiently for them to show up... Wait, wait, wait...


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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    NetPCDOC:

    I'm aware of that method - and use it. But still, I've a few large cities and wanted to have the wealthier on their own place, anyways, thanks for the help everyone!

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    Well, I do it all the time. Like NetPCDoc I always get things to go my way. Sometimes I even get frustrated because $$$ keeps on building. It all depends on the surrounds. Want $ Sims build no parks no schools no nothing. Just watch.

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    I have one trick to keep the massive R$$$ away from the middle-class plots. Since the R$$$ buildings do not build in small plots, I will zone 1x2 neighborhoods in R-1, and then go back and put 1x1 parks every 3 squares, just enough to leave no 3x3 or 3x4 plots of land. It won't keep the land between R$$ and R$ seperate, but it keeps the odd building of the large R$$$ in random places at a minimum.

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    You can try one of my modds, found here:

    https://www.simtropolis.com/stex/details.cfm?id=14931

    It may help constrain your R$$$ development. It's not exactly what you're looking for, but should help somewhat. Basically, what it does is stop R$$$ (and optionally other zone and wealth types) from growing in areas that are not optimal for them. It's meant to stop the annoying dilapidation cycle where R$$$ grows and then abandons.

    It may help you, if the poor parts of your city don't have high desirability for R$$$, which is often the case.

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    In low-density areas, I just don't give them water. That will give you nice middle-class suburbs without any rich people moving in.

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    What you could do for just getting high density neighborhoods is make an area for them to grow and set it so they can grow (parks, etc). Then as they grow, landmark the R$$$ buildings and destroy the rest. Keep doing that and you'll eventually have a R$$$ area.

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    Originally posted by: Bones1 You can try one of my modds, found here:

    https://www.simtropolis.com/stex/details.cfm?id=14931

    It may help constrain your R$$$ development. It's not exactly what you're looking for, but should help somewhat. Basically, what it does is stop R$$$ (and optionally other zone and wealth types) from growing in areas that are not optimal for them. It's meant to stop the annoying dilapidation cycle where R$$$ grows and then abandons.

    It may help you, if the poor parts of your city don't have high desirability for R$$$, which is often the case.quote>

    Your mod sounds good so I removed the one I was using and replaced it with yours. My only question is: will that pose any problems for cities currently in existence? I know I can add/delete lots any time but am not sure about mods.

    Thank you,

    Tim in Cape Fear, NC

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    Make EVERYTHING historical if you want to keep it. As long as there is any desirability whatsoever, R$$$ will keep building, then abandoning, which is really, really annoying. So, if you want to keep any R$ or R$$ buildings, I suggest you historicalize them. It's long and annoying, but the only 100% way to do things. That's all I can tell you.

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

    I was plopped a R$$$ bats after zoning. There is no functionize the route for a traffic in rush hour.

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    Originally posted by: stormlover
    Originally posted by: Bones1 You can try one of my modds, found here:

    https://www.simtropolis.com/stex/details.cfm?id=14931

    It may help constrain your R$$$ development. It's not exactly what you're looking for, but should help somewhat. Basically, what it does is stop R$$$ (and optionally other zone and wealth types) from growing in areas that are not optimal for them. It's meant to stop the annoying dilapidation cycle where R$$$ grows and then abandons.

    It may help you, if the poor parts of your city don't have high desirability for R$$$, which is often the case.quote>

    Your mod sounds good so I removed the one I was using and replaced it with yours. My only question is: will that pose any problems for cities currently in existence? I know I can add/delete lots any time but am not sure about mods.

    quote>

     

    That mod won't cause any problems in an existing city (or new city). You can add and delete it anytime. Or just add and delete the parts you want to use.

    If it's in your plugins, it will have an effect on any new development. If you remove it, new developments will grow according to the default behaviour. It doesn't affect existing developments in any way, nor does it affect a development after it grows.

    Most mods work that way, as long as they don't include any BATs or lots. But always check the readme before using any mod.

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    Originally posted by: edmonton_stinks Make EVERYTHING historical if you want to keep it. As long as there is any desirability whatsoever, R$$$ will keep building, then abandoning, which is really, really annoying. So, if you want to keep any R$ or R$$ buildings, I suggest you historicalize them. It's long and annoying, but the only 100% way to do things. That's all I can tell you.quote>
     

    how do you do this and is it rh/deluxe only?

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    To make a building historical:

    Click on a building using the Query Tool (the question mark)

    Click on the little check box on the bottom of the Query window

    The building will become historical. That's what I do to keep my city full of low- and med-wealth rowhouses.

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