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PKMNisAWESOME

R$$$ People Don't Want To Go To My City

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 I have started a city I call Lanyard and I have set all taxes to 0% except agricultural, manufacturing, and dirty industry which I set to 20%. Even with all these taxes down, R$$$ people still don't want to move in Lanyard. Even when I put the taxes up to 3%, still no R$$$. Can anyone help me?

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ok take the big city tutorial and if you dot understand ill explain: when you start a city ALWAYS build low density until your population reaches about 1,000 then build schools and clinics lower funding lower commute time(aka mass transport) then build water and zone med or low density AFTER population reaches about 23,500 you should zone high density place high schools libraries hospitals large parks fire staions police lower garbage you should make it the OH and to other thing 1 keep your taxes 9-10% 2 DONT LET YOUR ECONOMY FALL OR THERE WILL BE CONSEQUENCES!!!!!


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If this city is not connected in any way to any other cities in the region, then this is normal. Even with the lowest taxes, demand won't rise for residents unless there are jobs that demand those residents. R$$$ need wealthier jobs to demand them, like I-M anufacturing and above, C-O ffice, and higher wealth C-S ervice. These jobs are not in demand in a newly started, unconnected city.

To get these jobs to be demanded, you need to first build up the population of lower wealth jobs and residents. I-D irty and lower wealth C-S ervice will provide demand for R$$, and when they come, some will demand the higher wealth jobs listed above. The demand for these gets fulfilled by the jobs being built, and then they will generate demand for R$$$. This is when they will start to move in.

In my experience, I usually need to get a total residential population of about 5000-10000 before R$$$ begin to move in. This may vary depending on how you play the game, or what sort of mods you use.


My New Old City Journal {on the old CJ Forums} or {on the new CJ section}.

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Taxes can inhibit demand, but their ability to generate demand is very limited. There are other elements required to generate R$$$ demand.. primarily education backed by more advanced C demands

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If you're new to the game, it's highly advised to:

1. Run through the in-game tutorials; these are great for understanding the mechanics of the game

2. Peruse some of the articles in the Omnibus, there are some excellent "getting started" articles for understanding general strategies

Before long you'll be asking the familiar opposite question: "how do I keep the rich sims out?!?!?"

Seriously, while it sounds glamorous to have an all-rich city, keeping the rich under control is in fact usually one of the biggest challenges in this game even for seasoned players, once they have a developed region. One of the least realistic things about the game is that, if you provide everyone with good education and other civic services, then everyone becomes smart and eventually rich. Not just everyone could... everyone does. Problem is, you need by far most of the residential population to be low and mid-wealth, to demand the high-wealth jobs (the company may be rich, that doesn't mean its employees are), which in-turn only employ a very small ratio of rich sims. High-wealth commercial office, for example, is only 15% full of rich workers, and that's the highest for any of the jobs. The other 85% is all mid- and low-wealth workers. Dirty industry, farms, and low-wealth commercial services - which is probably all you have demand for job-wise anyway - don't employ any rich sims (some custom ones do, but very few if any).

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

    Oh okay, I get it now, but just for you to know, I put my city on a large tile with two cities(medium tile) to the west. So I do have neighboring cities. I also forgot to say that this is also the problem for my high-wealth commercial buildings. I also have high-tech industry in my city. Right now, Lanyard( the city that I'm working on that I was talking about in the beginning) has a population of around 5,000 people.

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

    I would advise you accept your R$ for the time being. What you need to do is educate your population. With education comes R$$ and R$$$ job demand. I know it makes no sense when you start out, but I assure you that education takes time. Just build a self-sustaining city and watch your education map go from red to green. Odds are that you'll see your R$ areas convert to R$$ and then R$$$ as your industrial jobs become available.

    I also advise you to accept manufacturing industry. They do pollute, but you can have high tech and manufacturing facilities in the same place without significantly hurting desirability.

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    If you have some R zones with school and hospital/clinic coverage, no (or little) crime, pollution-free, water (required!), park(s) and/or trees and reasonable commute times, R$$$ will definitely develop. Of course you need $$$ jobs too (CS/O$$$, IHT and some civics too, but these are mostly $$). And your tax rate should not exceed 9% initially (later on, as your city grows, you must lower it too).

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    So do you think I should put $$$ rewards (country club, private school, etc.)?

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    And don't forget to put some water pipes! 9.gif I sometimes do.... Yay for being a numpty! 3.gif

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    Originally posted by: PKMNisAWESOME

    So do you think I should put $$$ rewards (country club, private school, etc.)?quote>

    Not initially, these are needed when you hit the R$$$ caps. To better determine the caps status of your city, dl and install Census Repository from the SC4D LEX. It shows a big and very useful query. Unfortunately these are rewards and are not available before you actually nearly hit some caps. And they raise demand caps (but not always the way you want). And the BATs that come with it are not easily integrated (architecturally) with any city style. So you may want to make a new (civic) lot that would use this query but not raise caps, just offer some civic jobs (I think this would be preferable). So I'm planning to make a new BAT for this. Here is the Census Repository Thread on SC4D.

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    How cool! This certain topic has almost 200 views-Yay!-in just two days!.I think that is all the help I need. Thanks to all who have helped me.

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    Originally posted by: Spinmaster

    High-wealth commercial office, for example, is only 15% full of rich workers, and that's the highest for any of the jobs. The other 85% is all mid- and low-wealth workers. Dirty industry, farms, and low-wealth commercial services - which is probably all you have demand for job-wise anyway - don't employ any rich sims (some custom ones do, but very few if any).quote>

    Are there any tables somewhere? I hear all the time, IHT - 10/80/10 (10/78/12 actually), CO$$$ 15/70/15. Those are the only I found, and always in reply in some topic. I would like to know jobs for each "class" and also, similar tables for residentals EQ / $ what do they demand.

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    Thanks. Thats exactly what I was looking for.

    I know about the thing with IHT, thats why I put there both values.

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  • Original Poster
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    Now, my city is more than 100,000 people-great achievement for Lanyard-but still no R$$$. My current CO$$$ and CS$$$ are getting abandoned or turned into CO$$ or CS$$. But I do have a booming I-HT ( I have an Advanced Research Center and a Disease Research Center. Also my residential demand is under the line.

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    do you re zone to higher density :boggle: i sometimes forget my self


    I am not afraid to push that glowing red button

    I survive April 2011 PlayStation Network downed services

    I could tell you those nuclear codes, but i would have to kill ya as well

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    If this city is not connected in any way to any other cities in the region, then this is normal. Even with the lowest taxes, demand won't rise for residents unless there are jobs that demand those residents. R$$$ need wealthier jobs to demand them, like I-M anufacturing and above, C-O ffice, and higher wealth C-S ervice. These jobs are not in demand in a newly started, unconnected city.

    To get these jobs to be demanded, you need to first build up the population of lower wealth jobs and residents. I-D irty and lower wealth C-S ervice will provide demand for R$$, and when they come, some will demand the higher wealth jobs listed above. The demand for these gets fulfilled by the jobs being built, and then they will generate demand for R$$$. This is when they will start to move in.

    In my experience, I usually need to get a total residential population of about 5000-10000 before R$$$ begin to move in. This may vary depending on how you play the game, or what sort of mods you use.

    I wish the R$$$ would stop popping up in my small towns >3,000 then leaving right away, gets annoying >:(

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    {... (Stuff I wrote an year ago)}

    I wish the R$$$ would stop popping up in my small towns >3,000 then leaving right away, gets annoying >:(

    You can try raising the taxes on R$$$ so that there is no demand for them, or at the least that the demand for R$$$ is lower than for the other wealth types of residential.

    I find that the game likes to build the highest wealth buildings it can on a given lot, even if the sims that then move in won't be able to find a job (as is often the case for R$$$). You either need to provide jobs to them or prevent them from moving in in the first place. Lowered desirability is another thing you could try in regards to the second option, but this could also cause undesired repercussions in that other wealth residents won't be built as well.


      Edited by yunxiang  

    My New Old City Journal {on the old CJ Forums} or {on the new CJ section}.

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