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Quality of Life? (2011)

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It has been getting harder and harder to get money --  it seems it is because of the profits  are affected  by the "quality of life" and they are not paying their full tax in the office districts as they are only at 68% profitability.

Can someone please explain how to increase the quality of life.

Also, is seems that if I place new leisure buildings they do not have much of an affect and it is virtually impossible to get full leisure satasfaction for the exec's and the élites...so what to do?

Okay thanks for any help.

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    It has been getting harder and harder to get money --  it seems it is because of the profits  are affected  by the "quality of life" and they are not paying their full tax in the office districts as they are only at 68% profitability.

    Can someone please explain how to increase the quality of life.

    Also, is seems that if I place new leisure buildings they do not have much of an affect and it is virtually impossible to get full leisure satasfaction for the exec's and the élites...so what to do?

    Okay thanks for any help.

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    It has been getting harder and harder to get money --  it seems it is because of the profits  are affected  by the "quality of life" and they are not paying their full tax in the office districts as they are only at 68% profitability.

    Can someone please explain how to increase the quality of life.

    Also, is seems that if I place new leisure buildings they do not have much of an affect and it is virtually impossible to get full leisure satasfaction for the exec's and the élites...so what to do?

    Okay thanks for any help.

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    1. Quality of life is a measure of ....the quality of life in the city 9.gif Basically, the air and noise polution diminishes it, and Landmark effect raises it. So, to raise quality of life in an area, build Landmarks, or plazas and parks.

    Or, try to get rid of polution. Generally 'clean' industries like offices and high-tech don't fare very well in 'dirty' cities with a lot of heavy industries. Try to keep the industry as apart as possible (alhthough this brings up the transportation problem), and build a lot of plazas/parks.

    2. Leisure satisfaction combines the effect of both leisure types - sports and culture. You can't have good satisfaction, unless you build both types in an area. Try to experiment - when placing a leisure building, the area will light up (if the building will have positive effect), or not (if it'll have no effect). The greener the color, the better the satisfaction.

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    1. Quality of life is a measure of ....the quality of life in the city 9.gif Basically, the air and noise polution diminishes it, and Landmark effect raises it. So, to raise quality of life in an area, build Landmarks, or plazas and parks.

    Or, try to get rid of polution. Generally 'clean' industries like offices and high-tech don't fare very well in 'dirty' cities with a lot of heavy industries. Try to keep the industry as apart as possible (alhthough this brings up the transportation problem), and build a lot of plazas/parks.

    2. Leisure satisfaction combines the effect of both leisure types - sports and culture. You can't have good satisfaction, unless you build both types in an area. Try to experiment - when placing a leisure building, the area will light up (if the building will have positive effect), or not (if it'll have no effect). The greener the color, the better the satisfaction.

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    1. Quality of life is a measure of ....the quality of life in the city 9.gif Basically, the air and noise polution diminishes it, and Landmark effect raises it. So, to raise quality of life in an area, build Landmarks, or plazas and parks.

    Or, try to get rid of polution. Generally 'clean' industries like offices and high-tech don't fare very well in 'dirty' cities with a lot of heavy industries. Try to keep the industry as apart as possible (alhthough this brings up the transportation problem), and build a lot of plazas/parks.

    2. Leisure satisfaction combines the effect of both leisure types - sports and culture. You can't have good satisfaction, unless you build both types in an area. Try to experiment - when placing a leisure building, the area will light up (if the building will have positive effect), or not (if it'll have no effect). The greener the color, the better the satisfaction.

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    I see, thanks very much for your help, I will experiment and erase those dirty industries!

    Another thing I was wondering when planning to build a road was the the "flow" capacity.

    For example the Large avenue has a flow of 80 cars/min - what does this mean? Does this mean in each direction? If I do it one way does this mean (assuming that it is) it will be able to handle 160 cars/min. If I do a great avenue is this more than 160 c/m? Perhaps say...200 cars a minute (going by that one lane = 40 cars/min i.e. 160/4)

    Also when that limit is reached, is that when it goes red on the tab?

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    I see, thanks very much for your help, I will experiment and erase those dirty industries!

    Another thing I was wondering when planning to build a road was the the "flow" capacity.

    For example the Large avenue has a flow of 80 cars/min - what does this mean? Does this mean in each direction? If I do it one way does this mean (assuming that it is) it will be able to handle 160 cars/min. If I do a great avenue is this more than 160 c/m? Perhaps say...200 cars a minute (going by that one lane = 40 cars/min i.e. 160/4)

    Also when that limit is reached, is that when it goes red on the tab?

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    I see, thanks very much for your help, I will experiment and erase those dirty industries!

    Another thing I was wondering when planning to build a road was the the "flow" capacity.

    For example the Large avenue has a flow of 80 cars/min - what does this mean? Does this mean in each direction? If I do it one way does this mean (assuming that it is) it will be able to handle 160 cars/min. If I do a great avenue is this more than 160 c/m? Perhaps say...200 cars a minute (going by that one lane = 40 cars/min i.e. 160/4)

    Also when that limit is reached, is that when it goes red on the tab?

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    Know if the quality of life corresponds to any of the overlays (such as the environment one) or not?

    I think the transport capacities of a few of the roads are messed up, I think I saw a paved small avenue on one of the foreign road sets that had a higher capacity and was cheaper than a large avenue, or something like that.

    Also i've never understood why a large avenue with trees costs less than a large avenue without trees, though that was also the case back in the original CXL.

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    It correlates with environment both of them are a combination of air pollution, noise pollution, and landmarks. Environment satisfaction is harder to please for wealthier people and the businesses that hire/cater to them. This is very similar to how SimCity 4 worked.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Dave, I'm almost 100% sure quality of life corresponds to the Environment layer. But sinse some citizens and businesses are more exigent than others, this layer can only give you a general idea of the situation. It helps, for example, to judge exactly where is the quality a little better, so you can place there more elites, or stuff.

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    Check the Environment layer. AFAIK, quality of life is negatively affected by pollution and is improved by the presence of parks and landmarks (including City Hall). I haven't played CXL 2011 long enough to see what else affects it.

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    One difference I've noticed in CXL 2011 is noise pollution ends up being a lot higher, especially from traffic noise. I think this is a good thing though as in the original noise never seemed to register much unless you had a lot of wind turbines.

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    Just a question for you simtropolis people, I have the same problem with my offices. And I wanna know what type effect does parks do to air pollution. My town is usually all oil and manfaucturing and office.

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    Offices will go bankrupt in dirty cities. You must build offices in different cities. There is no other solution other than using mods/cheats.

    EDIT: They need passenger services so it would be smart to put them by a city link (cities edge) or by an expressway connected to an airport.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    For offices to thrive you need to ensure the following: close to passengers (within access to city links), not affected by pollution, have sufficent access to resources they need to buy, and have enough supply of residence demanding office jobs. You should get familiar with the various analysis tools and overlays that show the limits of your city link, pollution and other factors because all the tools are there to help you strategically set up your city. Goodluck

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    Originally posted by: Ilikeseattle

    Offices will go bankrupt in dirty cities. You must build offices in different cities. There is no other solution other than using mods/cheats.

    EDIT: They need passenger services so it would be smart to put them by a city link (cities edge) or by an expressway connected to an airport.

    quote>

    Just keep dirty industries to one side of the map.  I have a city over a million with lots of big industry and I keep it all against one edge of the map and a large unused gap between it and everything else in the city.  Air pollution only slightly touches the edge of the population.

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    Large Dirty Industry contributes to city wide air pollution so it won't matter whether you put your industries half way on the other side of the map or all the way on the opposite edge, if you get enough large industries, environment scores where there would otherwise be nothing would drop from green to yellow.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    EAGGE, have you ever noticed how much profit your offices make? If you have enough polution, your offices might be already hanging by a thread from starting to go minus....

    The truth is that you could go with light and maybe medium density offices in a dirty city - they don't seem to mind that much the pollution. But large offices, hotels and high-tech factories won't survive even middle levels, not unless you cramp every single Landmark available nearby.

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    Originally posted by: soltangris

    EAGGE, have you ever noticed how much profit your offices make? If you have enough polution, your offices might be already hanging by a thread from starting to go minus....

    The truth is that you could go with light and maybe medium density offices in a dirty city - they don't seem to mind that much the pollution. But large offices, hotels and high-tech factories won't survive even middle levels, not unless you cramp every single Landmark available nearby.quote>

    I only keep a small amount of offices in my dirty city so far.  But they seem to be doing well. Profitability is 81%.  Probably will be higher once i import some high tech. Im severely lacking in that for the moment.

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