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fidm2010

I dont want poor people!

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In one of my cities, Im trying to make a suburbia around the outskirts, and it was going well til the Medium-High wealth residents stopped moving in. I dont want poor people to live in my city, but all the new houses sprouting up are the crappy trailer homes and stuff with the brown grass and lawn ornaments and stuff. Nearest the city the houses are really nice, 2 story row houses downloaded from the STEX with big trees, palacial mansions with expansive green lawns, 2 story homes, beautiful parks and schools and stuff. And I have all of this stuff further out too, lots of parks, amazing schools, hospitals, fire stations, police stations, highways to take them downtown, avenues, the whole sha-bang. But all I get is nasty poor people houses. My cities average income used to be like 80,000 until all these low-wealths started sprouting up like weeds, now its like in the 50,000's.

Does it have to do with commute time?

Theres a river separating the downtown from suburbia btw, all the rich people live near the water and just take the bridges over, the commute times are mostly short-medium, no longs at all.

But wouldnt they want to be away from all the pollution and stuff that comes from downtown inner cores? Because the river isnt very wide so a lot of the air pollution spreads across the river.. and since there are 3 bridges to carry about 40,000 workers into the city every day, the parts of suburbia nearest the river have high air pollution levels. But as you go farther out into the sticks it gets way better as would be expected.

Any suggestions?

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Well... maybe the desirability of R$$ and R$$$ is low. If not, why not try this: Bulldoze all R$ homes and wait for R$$ and R$$$ to grow. It will take time and effort, but still a nice idea. I am doing it on my cities and it is quite effective.

By the way, do you have the super demand ordinance mod?


Under construction

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  • Original Poster
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    Yes I do!!

    And I tried bulldozing it, a few mediums came up but it was still mostly poor people.

    Guess Ill just keep trying?

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    Posted:
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    All businesses, even the $$$ ones require these poor people. If you don't want them in your main city, make another one to house them. Put everything undesirable in that city (like garbage, polluting power plants, dirty industry, etc.)

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    Posted:
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    Social engineering rarely works out the way we plan. Take police out of the inner city and all the rich people will move to the suburbs. 2.gif

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    Well, Social Engineering may not work out that way, but Civil Engineering will. hahah.

    I'm just going to continue to demolish them til I get what I want, then when I get what I want Ill make it all

    historical so nothing can build in its place :]

    lol.

    I hope it works..

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    Lower taxes and your demand will shoot up

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    Raise taxes on the poor. Then they'll never move in. Also, setup a city next door for them to live in instead of in your main city. Anything, build more parks and other things R$$ and R$$$ like in those places. You just need "persuade" the R$ to reconsider them moving there.

    And the reason R$$ and R$$$ are moving in along the river is because they like water! Sims would take the pollution if they could live never to a river. It's like that in real life.

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    Posted:
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    I've noticed on occasion that when I raise the taxes on $ sims, the $$ and $$$ also leave. Maybe it's the effect of a progressive tax system where the "$ portion" of a $$$ sim's taxes also get bumped up. Does anyone know what's the official definitions of $, $$, and $$$ Residential? I've made a city with over $160,000/yr average income yet $$$ sims are about only 2/3 of the population (with a large $ minority and barely any $$'s.)

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    Jezus53: They seriously live next to the water because they like it more? Just like in real life? I had no clue, that is so cool!

    Shlarin: Sorry, no I dont know the definitions of $, $$, and $$$ residential :[

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    Posted:
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    Originally posted by: Shlarin

    I've noticed on occasion that when I raise the taxes on $ sims, the $$ and $$$ also leave. Maybe it's the effect of a progressive tax system where the "$ portion" of a $$$ sim's taxes also get bumped up. Does anyone know what's the official definitions of $, $$, and $$$ Residential? I've made a city with over $160,000/yr average income yet $$$ sims are about only 2/3 of the population (with a large $ minority and barely any $$'s.)quote>

    Not sure what you mean by official definitions of $,$$, and $$$ other than R$ = lower class, R$$ = middle class, R$$$ = upper class.

    When you raise taxes on R$ it reduces R$$ and R$$$ likely because if R$ leaves the commercial and industrial sectors stagnate from lack of proper workforce which inturn creates jobless R$$ and R$$$. 

    To get a city of full R$$$ the easiest way to get this is by tax manipulation and region level building.  You need one city with the R$ and R$$ connected to the same work area as your R$$$.  In the R$ and R$$ city you should make the taxes desirable for those two groups and spike the R$$$ to 20%.  In your R$$$ city you need to do the opposite,  Make your R$ and R$$ tax 20% and a desirable tax for R$$$. 

    Finally balance is key.  Your region needs to have about 60-40% R$, 40-20% R$$, and 20%-10%R$$$ to run optimumly imo.

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    Originally posted by: fidm2010

    Jezus53: They seriously live next to the water because they like it more? Just like in real life? I had no clue, that is so cool!

    quote>

    Yup, I always thought that was pretty cool. EA didn't mess everything u[ when they rushed the game. 2.gif

    malefic: Nicely said.

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    Posted:
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    This give me the idea for a new addon:

    Robot Factory -

    Replaces the R$ workers in CO$$$ and IHT $$$ with robots. Significantly increases demand for CO$$$ and IHT$$$.

    Requires: 50000 IHT jobs, Advanced Research Center

    Cost: $1mm; $3000/mo

    Any Addon geniuses wanna try at it?

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    Posted:
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    Originally posted by: Shlarin

    This give me the idea for a new addon:

    Robot Factory -

    Replaces the R$ workers in CO$$$ and IHT $$$ with robots. Significantly increases demand for CO$$$ and IHT$$$.

    quote>

    Wow, talk about playing God. 2.gif

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    Posted:
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    Originally posted by: ewd76

    Originally posted by: Shlarin

    This give me the idea for a new addon:

    Robot Factory -

    Replaces the R$ workers in CO$$$ and IHT $$$ with robots. Significantly increases demand for CO$$$ and IHT$$$.

    quote>

    Wow, talk about playing God.

    quote>

    Yes just turn them all into cyborgs....... resistance is futile....

    ____________

    btw fidm2010 please tell us how this works out - I'm curious to know :]


    Ditro

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  • Original Poster
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    Update!

    I think I figured it out, I think it partly had to do with commute time.

    Heres what I did, try and picture this in your head. The city tile has 4

    strips of land separated by rivers. The first strip is mostly suburbia and some

    slight dense growth near the river [also nearest to the next island] the

    next strip of land is the central core, where all the high rises and jobs are.

    The stip holds about 300,000 commercial jobs. The next strip is suburbia and some

    medium density growth just like the first strip. The 4th strip is complete suburbia,

    ALL houses and mansion with stretching green yards and parks galore.

    The 4th strip was the hardest to develop because in order to get to all the jobs they had

    to go through all the traffic of not only their strip, but also the traffic of the third strip of

    land [which is A LOT of people] so I built a direct route that carves right through the 3rd strip,

    a big, beautiful interstate that stretches across the rivers and cuts through all the

    boroughs of the 3rd strip. There are no on ramps or off ramps it just goes straight through.

    Once I constructed the interstate houses started popping up like crazy and the commute

    times are mostly medium.

    It probably helped that I have about a thousand parks, a bunch of school, hospitals, police, and fire

    departments to boost the desirability on that strip lol.

    But yeah, thats what I did and it worked pretty well!

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    Posted:
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    Simple. Raise the taxes on the poor to 20%. They won't beat your door down for any welfare anytime soon. 2.gif


    SC4, Forevermore!

    Currently preoccupied with architecture school...lurking with caution.

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    Oh, I did that too haha then the council yelled at me and told me

    to lower them, but I ignored it lol.

    I probably shouldve mentioned that..

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    haha thats great. I'm glad this worked out. Can you upload a picture?


    Ditro

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    There will be poor always, pathetically struggling, look at the good things you've got! quote>

    Sorry.  I was having a 70s flashback there.

    Do your houses have water?   I've found that, without water, the houses usually grow in low wealth first.  

    Water the houses, put in lots of education, including libraries and museums.  

     


    We can inspire others through witness so that one grows together in communicating. But the worst thing of all is religious proselytism, which paralyzes: “I am talking with you in order to persuade you.” No. Each person dialogues, starting with his and her own identity. The church grows by attraction, not proselytizing.    - Pope Francis

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    SkiGeek: The entire city tile is watered hahah

    thats the first thing I do when I build a city, so that I dont

    have to spend time worrying about when Im developing. I pretty much solved the problem.

    Its a city of about 200,000 and about 1,700 of them are low wealth.

    Pretty small percentage, Im happy :]

    DITRO: Im going to bed soon, but if I get on tomorrow [i have work from 4-9] Ill try

    to post a picture !

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    Do you have a separate city for your low wealth people? I tried your strategy for a region and it basically collapsed after reaching about 1 million people. Businesses and factories in all my cities started failing and the city planner guy complained that there was a lack of employable sims. Then as the skyscrapers and factories abandoned en masse, the middle and upper class began leaving too

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    Posted:
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    Simply Raising taxes doesn't necessarily lower the demand. Poor sims will still exist.

    You have to make sure your sime are being well educated, healthy and safe.

    Make sure your residential zones are fully covered by the education circle.

    Elemtary school then high school then college then university..also libraries and city museums higly increase the demand for richer folks.

    It increases the desirability too. They should all get health coverae too and it should be efficient.

    If you build fire stations and police stations your sims feel safer and results in less crime or fire hazrds which also leads to higher demand for richer folks.

    Builidng parks around the city will help too.

    Think as if you were a rich person. Where would you want to live?

    Somewhere where it's safe and well accessed.

    If your city is well educated, later on it will result in higher paying jobs such as high tech industry of wealthy commerical offices and services.

    Try moving in a sim to your city, start with them living in a poor resident. Your sim will tell you what are needed in your city to improve things....

    THIS WILL HELP, I PROMISE

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    Posted:
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    Originally posted by: malefic

    Originally posted by: Shlarin

    I've noticed on occasion that when I raise the taxes on $ sims, the $$ and $$$ also leave. Maybe it's the effect of a progressive tax system where the "$ portion" of a $$$ sim's taxes also get bumped up. Does anyone know what's the official definitions of $, $$, and $$$ Residential? I've made a city with over $160,000/yr average income yet $$$ sims are about only 2/3 of the population (with a large $ minority and barely any $$'s.)quote>

    Not sure what you mean by official definitions of $,$$, and $$$ other than R$ = lower class, R$$ = middle class, R$$$ = upper class.

    When you raise taxes on R$ it reduces R$$ and R$$$ likely because if R$ leaves the commercial and industrial sectors stagnate from lack of proper workforce which inturn creates jobless R$$ and R$$$. 

    To get a city of full R$$$ the easiest way to get this is by tax manipulation and region level building.  You need one city with the R$ and R$$ connected to the same work area as your R$$$.  In the R$ and R$$ city you should make the taxes desirable for those two groups and spike the R$$$ to 20%.  In your R$$$ city you need to do the opposite,  Make your R$ and R$$ tax 20% and a desirable tax for R$$$. 

    Finally balance is key.  Your region needs to have about 60-40% R$, 40-20% R$$, and 20%-10%R$$$ to run optimumly imo.

    quote>

    Great tip. Really well said. Taken to heart.

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    Have you looked at your demands maybe their low for the rich and high for the poor. if so change your taxes

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    Public transport should help too. If the traffic noise is too loud, rich people won't move to those places. Public transport should lower traffic and so it makes traffic noise lower. You can use busstops, subway, tram, elevated rail or monorail to solve this problem. Rail won't help, because rail is more suited for long-range trips (like inter-city connections).

    Another thing is to make your city as clean as possible. Get rid of air pollution and trash. You wouldn't like a pile of garbage in your backyard, or air you can hardly breathe, do you? The sims think the same about that, and if your city is clean and tidy, rich people will move in!

    Best,

    Maarten


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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