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Puni1337

Starting city and R$$

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

As the summary states, I have an issue with overwhelming R$$ development in any new city I start.

I'm trying to stick to a natural growth kind of building, inspired by CSGdesign's CJ. However, my R$ houses usually upgrade to R$$ houses after a year, maybe two. After that, they can't find any jobs and the houses either become abandoned or inhabited by R$ sims.

Is there any way to solve this issue, apart from raising R$$ taxes to kill the demand? Because eventually, I will want a bit of R$$, and therefore I'll have to change my taxes.

Thanks in advance!

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raising taxes is only way other than making a crap city (dirty, no civics, etc) After they develop, you can lower taxes any time

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I'm assuming your providing Schools, Police, Hospitals, Water, Fire and the rest?

If you try not giving them water until you want the to go up to R$$, it might work.

Another thing that might possibly cause it could be high residential (I think).

But I might be wrong, I havent played the game for a while now (I'll be back into it soon though), and I'm a little hazy about some of the stuff

Just noticed the other reply...

Maybe give what I said a go anyway...

Although I would imagine I'm wrong...

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Natural growth is great and all but the only sure thing is to stop the game and start ringing doorbells -- make those houses historical that you do not want to upgrade.


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No I; no you; no 'why'.

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In my experience, you have to play with tax levels to control growth. Else, everything grows too fast and become dilapidated (in some cities, even when I tax R$$$ at 10%, they still overpopulate). You can always decrease taxes if you want them back.

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There are three methods you can do without boosting taxes to unrealstic terms and robbing your self of R$$ sims but first what kind of region do you have so far? Is it a low dense urban spwral? Or medium/higher dense city? Because if it's the latter of the two, just get R$$ to move into your higher zoned city so that can build up and not build out (I'm presuming big mansions is what you don't want).

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

    First of all, let me thank you for the swift responses!

    @SC4BOY and BUBBLES: I'm not providing civics as of yet. My houses don't have school access, police, hospitals, water, fire or anything else. Generally, they just have power and a few jobs at either farms or local shops. 

    @Timcravey: I was considering that method. It's unfortunate that it's very timeconsuming however, and I was kinda hoping there was another way to tackle the issue at hand. ;p

    @Errantry: That's indeed what I'm doing now. The only issue will be when my region develops, and I do want R$$ and therefore lower taxes, I'll get them everywhere, and not just where I want them.

    @Kusajika Yachiru (did I spell that right?): It is indeed low dense urban sprawl. Teeny weeny communities in a few spots, usually no more than 10-15 houses and some farms.

    I've been thinking, is it possible that it has something to do with land value? I'm using cycledog's tree mod to create flora in my region. Would it be possible that those raise the land value so much that R$$ always moves in (unless I fiddle with taxes)?

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    Demand and desirability are different issues. Even if the desirability of a piece of land is completely green, no one will move in unless there is demand. You can sort of use this concept in reverse. Make land only desirable enough for the class you want to move in. Though it's hard to get that fine level of control.

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    I might wrong but giving water is great, about the problem not getting Job. You might lack of offices? if the demands on office is really high why not add at least 2xOR3x 3x8 land for offices, I'm not expert but beginning to learn. I have a problem about abandon due to commute time and putting a medium dense office is great and waiting for some lower offices to upgrade seems to solve my problem.

    I really like R$$$ resident and industries but they are trouble some in some way, like finding their Jobs.

    If this message is not helpful or troublesome just ignore this and let the mod delete it. LoL

    thanks

    you can also follow this strategy guide made by: thy451 ( I dont know if hes member here but he point me here at simtropolis which is great.)

    warning: this guide is very long so patient is needed LoL

    my attachment don't work I'm ***** hehe. so heres the link

    http://db.gamefaqs.com/computer/doswin/file/simcity_4_a.txt

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    There used to be a Realistic Resident Mod on the STEX, which I still use in my game, but it doesn't seem to be there anymore. The Realistic Resident Mod regulated the growth of R$$ lots so they would not be abandoned and downgraded to R$. When playing this mod, when you start a city or region, you will have a lot of R$ sims until until the city is well-established and the education and desirability levels are up.

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    The "Less Abandonment" mod by Bones1 is EXACTLY what you need. $$ and $$$ development will be harder to get, but they will tolerate some drop in desirability and won't dilapidate so easily. As a result, cities become more stable. Check the readme to see how it works.

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    Posted:
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    I've had the same problem, except it's been with R$$$ mansions. They always build up when I start my city (since I put in all the civics and necessities first), and because not that much high wealth businesses appear at the beginning, they soon get abandoned, and make my city look ugly. I have fear in raising R$$$ taxes, because I think that it would scare off any future R$$$ projects (such as high rises). I haven't been able to solve this problem, but I have been able to keep it at a moderation. I don't know how, but I have!!!

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    Who cares? Isn't that just what you want? to "scare" them off.. you can always lower the rate when you decide you want more

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