Jump to content
Sign In to follow this  
Pengwuino

Wealthy jobs but few wealthy residents?

26 posts in this topic Last Reply

Highlighted Posts

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

 My city has 400,000 people and about 200,000 commercial jobs (almost 0 C$ jobs) and a few thousand HT jobs (no I-D or I-M). I am connected to about 180,000 people through neighbor connections and probably 20,000 I-D and I-M jobs. I looked through all my commercial buildings and they were all $$ and $$$, only 1 or 2 had been delapidated to $. My education rating is typically around 180 and life expectancy of about 90 and air polution around 110 with a high mayor rating.

Now my problem is I only have 40,000 $$$ residents! I have 200k and 160k $$ and $ residents respectively. My taxes are 9.0, 8.5, 8.5 for $, $$, $$$ respectively residential. What can I do to increase hte number of wealthy residents? Am I doing something wrong? Is there something that tends to scare off wealthy residents? I guess I'm quite confused when I see people in $ level housing working at $$$ commercial offices... 

Share this post


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

I use 6.5 tax for the rich, the higher level earnings will mean you won't lose out because you attract more wealthy people

Share this post


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

    Oh also, I'm not using any mods. The thing is, my RCI for $$$ is positive 2000... and nothing really seems to be changing.

    Share this post


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

    Also, if you have lots off poor buildings the rich won't move next door to them. You can try some demolition work, rich sims might build on those lotts

    Share this post


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

    I'm giving it a shot and it's having some ok success but I'm getting low income people moving in immediatly. The demand for R$ is higher then everyone else.

    Share this post


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

    bump up the R$ taxes a bit by bit until there is no demand, the lower R$$$ taxes should increase teir demand and you'll see them move in

    Share this post


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

    Ok I bumped up R$ to drop demand into hte negatives. Now i'm just having a tough time attracting wealthy sims period apparently. Anymore suggestions? 4.gif

    Share this post


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

    make sure you have good schools, health etc. reduce taxes for R$$$ as far as you can and use the desirebility map to see where to zone for R$$$ development

    Share this post


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

    My schools were all funded, as was healthcare although a couple were maxed out but not by much. I had dropped R$$$ down to like 7% and I'm pretty much out of room to zone for more residential. I have no idea what else to give these people. I figure traffic might be a problem as I only have avenues at the most. There is a, what i believe to be, a great subway and bussing system. This city is on one of the medium lots by the way. Environment rating is fairly low, about the 25% mark but I have no idea how to really fix it. I put a medium park or medium garden in the middle of every 13x6 zone I made from the start. I hope that they aren't all out of range to reduce pollution!

    Share this post


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

    reduce $$$ taxes to 6 or lower. use your desirebility hot map. go to the most desireable area for them, zoom in and demolish anything that is creating undesireabliity. Also think about creating one way road systems and toll both to try to calm the traffic.

    Share this post


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

    Also, this Traffic Noise is so confusing. Is it just impossible to deal with? Even in green congestion areas, I have high traffic noise. I feel I have a great mass transit going on considering how little I knew about it when I planned the city. 90k cars, 30k buses, 90k subway.... or well, i hope those are good numbers!

    Share this post


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

    My desirability has always been good. I have massive areas that are all R$$$ high desirability. Infact for most of my city, the only bad areas are the occasional grouping of huge $ housing and buildings like hospitals and schools. I checked again of course and most my city is quite desirable for R$$$. Do R$$$ dislike living next to R$$ as well? A lot of my hospitals and elementary schools, while being at pretty much 100% efficiency, are at their maximum patient/student capacity possible. Does the game know to decrease demand if a sudden increase in popualtion would make the schools/hospitals inefficient? I would assume not since the game seems to have no problem popping up new $ residents to ruin my hospitals haha!

    Share this post


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

    The land value seems to be going down all over the city however. How can I control land value? What exactly does land value affect in the game anyhow?

    Share this post


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

    Hmm I saw a small recovery in demand after i cycled throuhg all my neighboring cities and let them run for a bit and improved them. I added a couple hundred HT jobs, a few hundred I-M and I-D.... and found out my first city that is connected to this big one is a disaster zone. I had to demolish a bunch of crap and probably negated almost all the help that probably came out of those new jobs and such haha!

    Does the game stop your development if you dont run your neighboring cities for a bit? Seems like it makes sense for your city to stagnate if the "world" around you isn't allowed to progress.

    Share this post


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

    Yes and no. The demand will continue to grow even if the world around it is stalled, albiet at a slow pace. Eventually, you'll hit a cap (I believe theres something on the STEX that tells you when...). Development will then stagnant until something is accomplished (airport built, more neighbor connections, city hall, etc.) Once you add in some "outside" development, however, the cap is lifted as well and the city improves at a much faster pace.

    Share this post


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

    Would putting an international airport help? I currently have a large municiple airport. I pretty much have every reward that a flat no-water non-ag city could have except the space port, and the major library and art museum rewards and the stadiums. I tested out putting in the stadium but that didn't help.

    Commercial demand is pretty much tanked as well except for Cs$ and Cs$$ which are peaked. I'm starting to think I simply need to build another real city next door. The air pollution and traffic noise is annoying though, I can't help but think they're a big problem too. I'd change my avenues to freeways but I planned so poorly (hell this city was my introduction to using avenues and 1-way streets!) that i'd probably destroy 20k jobs/housing just to build them. I'm tempted to get that NAM mod because I like playing O'Natural.

    Share this post


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

    Can I also drop something? The High-wealth jobs are actually misleading: You still need mid/low-wealth citizens to fill in a high-wealth building. Think of them as janitors, or a newbie worker, which is needed in every office. So I am afraid that there is not much way to get around it. As far as I know, CO$$$ is the one that creates the most jobs for high-wealth citizens, but even then that is around 15% of all potential jobs. (However, I don't think they create many jobs for low-wealth citizens, so you could go with creating lots of CO$$$. You'll still need a lot of mid-wealth citizens though.)

    Anyway, you may be able to create a city with only high-wealth sims, but you still need to have low/mid-wealth citizens somewhere else in the region.

    Share this post


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

    Build some parks near your R$ and R$$ slums.. it works wonders.

    Maybe download the census repository mod and see if you've hit a cap for R $$$.. If you have, build tennis courts (they're the most efficient cap reliever)

    Otherwise, build flower gardens (R$$$ sims seem to love the most)

    Btw, CO $$$ is the biggest employer of R $$$ sims and yet they only emply about 15% R $$$.   On average, businesses employ only about 10% R $$$.  See the following for details:

    https://www.sc4devotion.com/forums/index.php?topic=963.0

    Share this post


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

    Originally posted by: Pengwuino

    Would putting an international airport help?

     YES

    I currently have a large municiple airport. I pretty much have every reward that a flat no-water non-ag city could have except the space port, and the major library and art museum rewards and the stadiums. I tested out putting in the stadium but that didn't help.

    Commercial demand is pretty much tanked as well except for Cs$ and Cs$$ which are peaked. I'm starting to think I simply need to build another real city next door.

    Would help

    The air pollution and traffic noise is annoying though, I can't help but think they're a big problem too. I'd change my avenues to freeways but I planned so poorly (hell this city was my introduction to using avenues and 1-way streets!) that i'd probably destroy 20k jobs/housing just to build them. I'm tempted to get that NAM mod because I like playing O'Natural.quote>

    You may have to demolish to improve, but that would happen in real life also. You must have more R$ than R$$ and more R$$ than R$$$, it's like a pyramid you can't have the top without the base and middle.

    Have you done the tutorials in the timbuctu region, or read any of the tutorials on this site? You should start with LOW density, fill the city then start upgrading to MEDIUM, then to HIGH.

    Share this post


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

    Very simply, only 15% of jobs in a CO$$$ building, 10% of jobs in a CO$$ building, CS$$$ building, or I-HT building are going to be for the R$$$ residents. You aren't going to get that many R$$$ sims no matter what - 35 to 40% max (and that's only if you have lots of CO$$$ in your surrounding cities for these R$$$ to go to). As in real life, the majority of people are middle class. Even in CO$$$, there are more R$ (20%) than R$$$ (15%) employees (big tall glass buildings still need janitors, window cleaners, and other people who do menial jobs than they do executives, directors, partners in professional services firms, etc.).

    Share this post


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

    Originally posted by: Merlin of Flyote

    You may have to demolish to improve, but that would happen in real life also. You must have more R$ than R$$ and more R$$ than R$$$, it's like a pyramid you can't have the top without the base and middle.

    Have you done the tutorials in the timbuctu region, or read any of the tutorials on this site? You should start with LOW density, fill the city then start upgrading to MEDIUM, then to HIGH.

    quote>

    I suppose the consensus is that I can only realistically have so many R$$$. The one thing that makes me happy is that I actually have more R$$ then R$ 9.gif Thanks to the small cities off to the side I suppose.

    I did the tutorials and pretty mcuh went through everything on the site. I went from medium to high density, but I figure that's not the problem since the city is something like 150 years old (that is, It's a developed and was planned enough to grow so well). The major problem for me was that I had a bunch of R$$$ housing that had delapidated to R$$. I have a feeling now, after taking all this information and advice in, that I hit a Co$$ and Co$$$ cap.

    The thing that just doesn't make too much sense to me is how I have all these R$$$ delapidated to R$$. My graphs show I never hada ny real fluctuations in R$$$ population, infact it had steadily grown since the beginning. Were my new R$$$ people moving in then immediately moving out or something? haha

    Share this post


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

    Originally posted by: Pengwuino

    Originally posted by: Merlin of Flyote

    You may have to demolish to improve, but that would happen in real life also. You must have more R$ than R$$ and more R$$ than R$$$, it's like a pyramid you can't have the top without the base and middle.

    Have you done the tutorials in the timbuctu region, or read any of the tutorials on this site? You should start with LOW density, fill the city then start upgrading to MEDIUM, then to HIGH.

    quote>

    I suppose the consensus is that I can only realistically have so many R$$$. The one thing that makes me happy is that I actually have more R$$ then R$  Thanks to the small cities off to the side I suppose.

    I did the tutorials and pretty mcuh went through everything on the site. I went from medium to high density, but I figure that's not the problem since the city is something like 150 years old (that is, It's a developed and was planned enough to grow so well). The major problem for me was that I had a bunch of R$$$ housing that had delapidated to R$$. I have a feeling now, after taking all this information and advice in, that I hit a Co$$ and Co$$$ cap.

    The thing that just doesn't make too much sense to me is how I have all these R$$$ delapidated to R$$. My graphs show I never hada ny real fluctuations in R$$$ population, infact it had steadily grown since the beginning. Were my new R$$$ people moving in then immediately moving out or something? haha

    quote>

    I think the R $$$ building began holding R $$ residents instead when its desirability no longer satisfied R $$$ residents.  IMO, the distressed building doesn't look very good but it holds more sims than a comparable R $$ building (I'm referring to stage 8 skyscrapers here.)  If you just want to pack as many people in your city as possible, getting your R $$$ buildings to diapidate is the way to go..  but if you care about the looks of your city, i think there's a mod that'll prevent this.

    Share this post


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

    There is a Mod to prevent buildings being delapidated, however it only lasts for so many years according to which version you pick. If your city is that old you will be nearing the end of the mods usefulness.

    Share this post


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

    Originally posted by: Merlin of Flyote

    There is a Mod to prevent buildings being delapidated, however it only lasts for so many years according to which version you pick. If your city is that old you will be nearing the end of the mods usefulness.quote>

    One version of the mod abandons dilapidation, but the problem is that when the rich sims no longer want to live there, you have a different problem - the building is simply abandoned. The building does seem to prevent the ugly abandone look of the building during the day from appearing, but at night ... there's no denying that a building is abandoned when you see no night lights and all of the other buildings surrounding it  (including repititions of that building in the city that do show night lights) are all lit, you have an abandoned building. No free lunches I fear!

    Share this post


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

    Another thing I would like to look at is overall region population distribution. Sadly, I'm not sure how.

    How many jobs are there in each category and how many people doing each? I suppose that you could always add up the sum totals in each city.

    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