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jsimcity4

Does plopping CO$$$ buildings cause CO$$$ demand to sink to the bottom?

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I recently started a new set of cities in my region, all of which have fairly high demand for residential and commercial. I was not struggling to keep CO$$$ demand above zero, which I tried to do with my other cities. In those other cities, I had plopped several CO$$$ skyscrapers. I wanted to do the same with my new cities, but when I plopped one, my CO$$$ demand went below the floor. I guess I don't understand why this happens?? But, I now realize why CO$$$ demand is so low in the other cities in my region.

When I plop a CO$$$ building, am I flooding the demand for CO$$$, and therefore causing demand to crash and burn?

Thanks.

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It may be that the building you plopped had a larger number of jobs than you had in demand, which would cause it to go negative. You should also let the city run for several months after plopping jobs, to let the demand simulator adjust, if you plopped say 20k jobs in one city, saved and exited, plopped 10k jobs in another, saved and exited but your demand was only 15k total, upon entering and running the simulator in the third city it would nose dive to -6000, provided they are connected anyway.


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Yes, you are. Whenever you plop a building with commercial or industrial jobs, you need to make sure that you have more than enough demand for the jobs provided.

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    Yes, you are. Whenever you plop a building with commercial or industrial jobs, you need to make sure that you have more than enough demand for the jobs provided.

    Thank you. That is what I was thinking was happening.

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    Growth is better than jumping the gun.

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    Beware: Emancipated user.  No Windoze for me.
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    When you plop any kind of "RCI ploppable" (well, C & I only, R ploppables don't work) you "satisfy" (ie reduce) its respective type of demand. It's exactly what happens with growables. The more buildings you plop, the more the demand goes down. If you plop a lot and cause demand to drop below zero, your buildings will employ fewer sims than their max capacity, and some may dilapidate or get abandoned ("due to low demand"). Finally, you can't have more jobs (of any type) than your workforce suggests. That's why I don't use ploppables, ie you won't get more jobs with them, and they cost a lot to plop (unless their creators have set plop values low). Ploppables are only good if local coditions (eg no much traffic) do not allow CO$$$ growth, not fixing lack of demand.

    CO$$$ demand in particular is dependent on educated workforce, which unfortunately cannot be "imported"; newcomers (of any wealth level) have an EQ of only 20, while CO$$$ need at least 100-120, preferably 160.

    If you have plopped a lot, you only have one solution, which is zone more R (all these jobs should have caused R demand to soar), build full-range educational facilities (elementary and high schools, colleges, libraries and museums) - play with the sliders, esp bus so that the bill is affordable - and run your city for several years, until EQ rises again. If you have positive R demand (of any wealth level) try to satisfy it all (grow more and/or taller buildings), and do so with the CS demand as well (the more the people the better). Namely the solution is simply provide your CO$$$ buildings with their needed educated workforce.

    You can also check if you have hit demand caps. Dl my Chamber of Commerce & Industry or Census Repository - the query will tell you about these (plus a lot more). If so, build more road/avenue/highway connections, or an airport.

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    Just get the Plopamatic 9000, only if you want to cheat. I swear if this is deleted from the STEX I will goo so crazy that I'd probably get myself banned for eternity.


    8304485626_1c64b9f489_t.jpg

    Formerly known as Zulu2065

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    Just get the Plopamatic 9000, only if you want to cheat. I swear if this is deleted from the STEX I will goo so crazy that I'd probably get myself banned for eternity.

    Not deleted, it's right here


      Edited by yarahi  

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    Just get the Plopamatic 9000, only if you want to cheat. I swear if this is deleted from the STEX I will goo so crazy that I'd probably get myself banned for eternity.

    Not deleted, it's right here

    I know, notice how I said I would go crazy, but I haven't. I just looked at it after I wrote this post.


    8304485626_1c64b9f489_t.jpg

    Formerly known as Zulu2065

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    I have a vague memory that if you plopped a C-building with lots of jobs, you should first zone the area. Otherwise nobody would return to the building in case it became abandoned. Is this true?

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    Just get the Plopamatic 9000, only if you want to cheat. I swear if this is deleted from the STEX I will goo so crazy that I'd probably get myself banned for eternity.

    If you use this cheat, you will never learn to play this game properly. Why not just read the articles in the Omnibus, run the tutorials and think about what you are doing. You don't need to rush into a megalopolis just because there are nice CJs and illustrations around. If you avoid such things and work at it, you can become a real SC4 artists and city craftsperson.

    Lately, I've become very disenchanted with huge cities and am working on a collection of villages across several large tiles. I find this more satisfying than chasing after skyscrapers.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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  • Original Poster
  • Posted:
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    Just get the Plopamatic 9000, only if you want to cheat. I swear if this is deleted from the STEX I will goo so crazy that I'd probably get myself banned for eternity.

    If you use this cheat, you will never learn to play this game properly. Why not just read the articles in the Omnibus, run the tutorials and think about what you are doing. You don't need to rush into a megalopolis just because there are nice CJs and illustrations around. If you avoid such things and work at it, you can become a real SC4 artists and city craftsperson.

    Lately, I've become very disenchanted with huge cities and am working on a collection of villages across several large tiles. I find this more satisfying than chasing after skyscrapers.

    I agree. Thanks for the offer, Zulu, but I really have no intention of using the Ploppomatic 9000. I have seen many radical demand mods, and each one makes the game less fun, and much less of a challenge.

    Also, thank you very much for the advice A Nonny Moose! I will keep that in mind!!


      Edited by jsimcity4  

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  • Original Poster
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    When you plop any kind of "RCI ploppable" (well, C & I only, R ploppables don't work) you "satisfy" (ie reduce) its respective type of demand. It's exactly what happens with growables. The more buildings you plop, the more the demand goes down. If you plop a lot and cause demand to drop below zero, your buildings will employ fewer sims than their max capacity, and some may dilapidate or get abandoned ("due to low demand"). Finally, you can't have more jobs (of any type) than your workforce suggests. That's why I don't use ploppables, ie you won't get more jobs with them, and they cost a lot to plop (unless their creators have set plop values low). Ploppables are only good if local coditions (eg no much traffic) do not allow CO$$$ growth, not fixing lack of demand.

    CO$$$ demand in particular is dependent on educated workforce, which unfortunately cannot be "imported"; newcomers (of any wealth level) have an EQ of only 20, while CO$$$ need at least 100-120, preferably 160.

    If you have plopped a lot, you only have one solution, which is zone more R (all these jobs should have caused R demand to soar), build full-range educational facilities (elementary and high schools, colleges, libraries and museums) - play with the sliders, esp bus so that the bill is affordable - and run your city for several years, until EQ rises again. If you have positive R demand (of any wealth level) try to satisfy it all (grow more and/or taller buildings), and do so with the CS demand as well (the more the people the better). Namely the solution is simply provide your CO$$$ buildings with their needed educated workforce.

    You can also check if you have hit demand caps. Dl my Chamber of Commerce & Industry or Census Repository - the query will tell you about these (plus a lot more). If so, build more road/avenue/highway connections, or an airport.

    Thank you very much for the advice! Cogeo. I have your Chamber and the Census Repository and I find it very useful to see all the information I need.

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