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malefic

Controlling $$$Res

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Since I am a fan offering the opprotunity of education to my SIMs they tend to get smart and all want to be millionaires but this has some negative issues as they seem to also increase way faster than new jobs allow.  I know this is a common issue and I did various search strings to try to find the information but I was wondering what tax % people tend to use to keep the $$$Res demand under control.  In doing google searches I found someone in a gamespot forum used 11% to keep them under control.

So in a nutshell what tax % do you use to help keep your $$$Res demand under control?

Thanks!

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It depends on the R$$$ demand, if it's too high 11% might not be enough. You can try with 11%, run the game for a few months (game months) and if this is not enough, increase the taxes again a bit (1% - 2%). You'd better save your city before experimenting with it.

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It depends what I want to do. If I want to encourage R$$$ to move in quickly I use 0%. If I don't want any to move in, but the existing ones to stay, 10%. If I don't want any i destroy all their buildings (or as many as i can) and raise taxes to 20%.

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The problem with having a large population growth in R$$$ so quickly is that they are finicky in the type of job they go for, especially new residents. Try to aim for CO$$ and IM as well. I find that if my R$$$ increases too quickly they won't be able to find jobs.

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i personally like having rich folks move in, its a sign that my city is prospering, but if i feel that they are pushing out too many middle class, i raise their tax between 2.5% and 3.5%

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    thanks for the input all.

    villagemayor - thats what I am trying to do because yeah I all to often have the situtation where nearly every low desnity residential turns into a wealth resident so when I increase my density zone it immediately because a wealth medium density zone and then several zones get no job zot because the demand of $$$ jobs don't catch up to the amount of high wealth that moves in.

    tungston- thanks for the input I'll hunt for that mod because the constant tax tweaking is gonna get old in a hurry.

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    I like R$$$ because that helps for skyscrapers in CO


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    Its a bunny!

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    asd195, education helps way more for getting CO than having R$$$ sims does.

    The problem with R$$$ sims is there's almost nowhere for them to work. The best R$$$ employer in the game is Co$$$, but even there, only 15% of the jobs per building are for R$$$ sims. The rest are divided unevenly between R$$ and R$ sims. Co$$ and IHT are tied for second place as R$$$ employers, but in them, only 10% of available jobs are for R$$$ sims. In IHT, 80% of the jobs are for R$$ sims.

    I limit R$$$ sims to no more than 25-30% of my city tiles' populations, depending on what kind of employers are present in the city. I use taxes to do so, but there is no specific rate, because R$$$ demand varies a little from city tile to city tile, and part of that is based on the population of each tile. What I do is raise the R$$$ tax rate gradually by 0.1 at a time JUST until R$$$ demand goes negative. Then I leave it there. This rate ranges anywhere from 10.9% to 12.4% in my region at present.

    I've found that this method will for the most part prevent them from abandoning their existing buildings, but it also prevents them from building new ones. When I've added a lot of new job providers, I'll lower the tax rate slightly to let some more in, but never for very long, because my R$$$ demand tends to be so high that lowering the tax rate by 0.1% will let them essentially take over the city. If that happens, they start to abandon because there are more of them in the workforce than there are jobs for them. I keep a close eye on the jobs and population graph to make sure they stay around a quarter of the total population.

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    Posted:
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    One of the things to keep in mind, particularly with a developing city or a suburb, is that R$$$ sims want a minimum lot size of 3x3 for their homes, so by avoiding 3xX lots, that will help.

    Of course, I've only tried that with low-density zoning. I don't know if it works with other densities.

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    Originally posted by: ratsportrm One of the things to keep in mind, particularly with a developing city or a suburb, is that R$$$ sims want a minimum lot size of 3x3 for their homes, so by avoiding 3xX lots, that will help.

    Of course, I've only tried that with low-density zoning. I don't know if it works with other densities.quote>

    Hmmm...I'm not sure why this happens for you.  In my cities, low density R$$$ frequently develop on 2x2 lots.

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    Unless you deliberately leave an empty space after every two zoned spaces (which would get exceedingly tedious in short order), it's not really possible to prevent a 3x3 from developing out of three 1x3 zones. And I'm pretty sure there are 2x3 lots as well, and as Livin in Sim mentions, they'll develop on a 2x2 lot. They will also occasionally take over larger lots created by merging zones from two back-to-back rows. I'm pretty sure I've seen 2x4, 3x4, 4x4, 3x6, and 4x6 zones all with mansions on them, and all created by the game merging zones from two opposite facing rows.

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    I use about 9.5% to control the $$$Res. But I think a little poor of environment is more effective since $$$Res need a better environment to live.

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    yeah I am needing to continue with tax manipulation. I tried bones1 mod and I still get $$$Res growing when I switch lots to medium density, whioh makes sense on paper as to why the mod did not work for me. When I checked desirability for $$$Res the whole screen is practically green and Bones1 mod just ups desirabilty requirements to 30-50% instead of 20% and much of my city exceeds 30-50% by a good margin so looks like my best options are gonna be make a shanty town to spur R$ and a slightly educated area for R$$ or let high rises dilapidate to get my R$ and R$$ as I tweak taxes like Toroca does.

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    Hi, malefic,

    Welcome to Simtropolis.  it is hard to get desirability low enough to totally control R$$$.  I do tweak taxes as well, and the amount depends on the city.  I just watch the graph.  Some other players have confirmed that if you are doing region play, and make an R$ city with full education, but the bare minimum of other services to keep desirability low, it will stabilize region Commercial demand.  The fully educated R$ Sims can work anywhere, so Commercial demand rises because of large numbers of available workers. This will be my plan in my new region, which I now have forested, and am starting on the main roads.

    Enjoy the game.

    --Liv

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    Thanks for the additional info Liv! Actually you gave me an idea with the R$ city.  Do the education as you mentioned but right at the start dump the R$$$ tax rate to 20% then if I ever want that particular city to attract wealthy sims just fix the taxes to an acceptable level.  That way I can have healthy safe Sims with amenities at the ready if i want to change up the city later.

    Which reminds me does good health system actually keep Sims alive longer or is it just a desirability feature?

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    It will make them live longer, but in your R$ city, if health is just at a minimum, there will be less old people.  Sounds cruel, but shouldn't hurt the game any.  More younger people should actually be less wealthy.  3.gif

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    Originally posted by: Livin in Sim It will make them live longer, but in your R$ city, if health is just at a minimum, there will be less old people.  Sounds cruel, but shouldn't hurt the game any.  More younger people should actually be less wealthy.  3.gifquote>
     

    Haha well that city is going to be run under a strict caste system so those Sim's cannot move up in wealth status until they reincarnate. 18.gif

    Anyways I did what I said and made the no R$$$ city by putting R$$$ tax to 20% and it is booming with R$ and R$$.  Thanks to it I no longer get the dreaded No Work Zot in my higher class city and business and hi tech are booming like never before.  My city doesn't allow ninja loans either so hopefully the bubble won't burst but at worse temporarily deflate. 

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    They all commute to one of three regions. They either work in the region where I have my R$$$ Sims ( which has a bunch of commercial and hi tech), a region that has basically all commercial at this time, or my dirty factory region. They started primarily working in the Dirty Region or working in newly constructed C$ then as they've gotten smarter they now work everwhere and dirty/mfg city is tanking (which is typical because my Sims are all smart and stuff and smart sims hate getting their hands dirty it seems).

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    Thanks Livin,

    I knew that they could work anywhere, but what do you put in the city tile itself?  Medium Industry?  Farms?  Or do you just have the R$ commute to other city tiles. 

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    Originally posted by: toroca Unless you deliberately leave an empty space after every two zoned spaces (which would get exceedingly tedious in short order), it's not really possible to prevent a 3x3 from developing out of three 1x3 zones. And I'm pretty sure there are 2x3 lots as well, and as Livin in Sim mentions, they'll develop on a 2x2 lot. They will also occasionally take over larger lots created by merging zones from two back-to-back rows. I'm pretty sure I've seen 2x4, 3x4, 4x4, 3x6, and 4x6 zones all with mansions on them, and all created by the game merging zones from two opposite facing rows.quote>
     

    I wrote a tutorial (in the omnibus) about building suburbs on slopes. In the middle, I have short explanation on how to easily keep R$$$ out of low density neighbourhoods. All you need to do is zone one side of a block at a time and make every third house historic. It gets a little more complicated if you're zoning 1x3 blocks but 1x2s are actually pretty easy to control as long as you haven't downloaded any low density high wealth R$$$ customs houses. Here's the link to my tutorial.

    https://www.simtropolis.com/forum/messageview.cfm?catid=146&threadid=78256&enterthread=y

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    Originally posted by: Dizastrow Thanks Livin,

    I knew that they could work anywhere, but what do you put in the city tile itself?  Medium Industry?  Farms?  Or do you just have the R$ commute to other city tiles. quote>

    I think I'm going to start out with farms and dirty industry, then as they get more educated and I increase density, I will replace them and swing toward manufacturing, C$ and C$$, and maybe some CO$$.  I don't know if other employers will pop up too well if desirability is low.  I am going to put it next to a dirty industry, power, garbage area, so I imagine some will commute there.  But I'm also going to have higher wealth job areas as neighbors, so they will commute there too.  I understand it's pretty tough to just have residential in a tile, so I that is why I'll be having jobs for them there.

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    Well maybe this update will help.  I ran out of space in my R$$$ city so I need a funnel for my hi-tech and since my R$ city has plenty of space I opted to put some there which seemed to work great at first.  I almost immediately had enough hi tech jobs for that research center award but then some of them would die for desirability reasons.  However, my R$$$ city still had huge demand for Hi-Tech and since i was out of space the smaller hi-tech units would turn into larger hi tech units and tank the Hi tech industry in my R$ city even more.  If I get a chance to play tonight I'll try to see if I can increase the desireability.  I *think* I may have a reduced hi-tech tax in the R$$$ city which is causing the imbalance.

    Long story short, if you opt to build industry and commercial stuff in the R$ city if its connected to a wealthy city you'll get basically every type of industry and commercial unless you use desirability and taxes to control things atleast thats my experience thus far.

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    Oh, that's good to hear an update, malefic, it is a help to hear how things are coming.  It's also interesting that the wealthy city affects it's neighbor so greatly.  Does having all wealth levels of jobs in the "low wealth" city make it harder to keep R$ from upgrading?  If so, I wonder if wealthy would be better farther away?  How's your commercial demand coming?  Is it still less prone to tank and go negative as we'd hoped?

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    Liv,

    So far my taxes are as such in the low wealth city.  R$ = 9%, R$$ = 9%, R$$$ = 20%.  At the start of the city it was about 90% R$ and 10% R$$.  Now with the EQ dancing between 140 - 185 (it dancing because I keep getting new high rises which drop the EQ), I am about 60% R$ and 40% R$$.  

    For Commercial I've held constant demand with no loss in desireability (ok except once... I had the timer on cheetah (fastest speed) and ran out of water and before I got the warning I had several dilatidated high rises from lack of water 41.gif).  Initially I saw massive CS$ demand with low to moderate demand in CS$$, CO$$, CO$$$.  Then as it got more populated and more intelligent, the CS$ remained strong and CS$$, CS$$$, CO$$, CO$$$ became moderate to high demand.  Now there are times when my CS$$$ and CO$$$ demand are higher than the other demands.

    Hi Tech demand has been consistent but only in the R$$$ city but again I *think* that is a super low tax issue. 

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    Ok new update.  Commercial is no longer showing any demand in the low wealth city (probably because of the crime even with having like 3 or 4 deluxe stations covering the areas).  I can get Hi Tech but the Hi tech really dislikes being there and will dilapidate often until the next population rush.  My R$$ keeps going up while my R$ keeps going down.  My R$$ to R$ ratio is about 3:1. (note: my other cities demand is fine in Commercial and Hi Tech markets so i've developed some anomoly in the low wealth city).

    BUT! I did need more R$$ soooooo I didn't want to revert the city back to mostly R$.  I've grown fond of it in a way since it was the spur that got my region blooming as beautifully as it has, so I did the following:

    I took my dirty / mfg industry city and put residential there (I set R$$$ and R$$ tax to 20%).  I started instantly with high density residential.  I isolated their water supply from the rest of the industry and put the amenities in to get them smart.  In propbably ten minutes it pretty much maxed out the zones and now at about 100 EQ.  I did not add any dirty industry as they educated themselves so quickly the demand spiked through the roof and had already fallen to the floor.  Now the IM is starting to get high.  With this new region I think I am rebalancing the sweet spot once again with about 45% R$, 35% R$$, and 20%R$$$ across the three regions that have populations living in them.

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    Wow, I wonder if R$$ is going up in your first R$ city because of the police stations?  But you put them in thinking they would help the commercial, so I can see your reasoning there.  And I always thought high education would help lower crime, but maybe you got smarter criminals!  6.gif3.gif  Just kidding...I think.  It's very challenging to keep the R$ sometimes.  At any rate, it sounds like you are rebalancing it with the new R$ city, and sounds like it's higher density right away than the first?  I also was thinking of doing a high density R$ as well as a lower one.  Again, thanks for sharing, it's a great help.  44.gif

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    Well, last night I place a bunch of medium industry in my R$ city and they all filled up quickly.  It seems that medium industry is a good balance for the poor sims.  Farms take up way too much space for minimal jobs so I opted to leave them out.  I might incorporate some C$ in the future, we will see how it goes. 

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