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dazza262

Industrial evolution

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Hi all,

In my current city I have a nice little industrial area on the edge of town filled with mostly dirty industry, which while not desirable for the sims is in it's own way quite aesthetically pleasing.

Now I want to create another seperate area for HT and manufacturing, but would like to keep the original dirty ind estate. I know if I lower taxes for the former and hike up the taxes for the latter that this will push out the dirty ind and encourage the HT, which isn't exactly what I want.

I know some people like to put all their industry on a seperate tile, but I would like a mix of all types on the one large tile I'm currently working on.

I'm thinking maybe this could be achieved through education, but again will this lower demand for dirty ind ?

Any pointers on how to achieve this will be much appreciated.

Ta


I don't tell you how to tell me what to do, so don't tell me how to do what you tell me to do. - Bender Bending Rodríguez

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If you kill demand for dirty industry (Via high taxes or high education), it is possible for it to abandon regardless of what else you do. However, if you have high desirability for dirty industry where it is, it's very easy to retain the majority of it.

Plop a couple plazas, add in a police station if you haven't, and most of it will stay.

As for keeping it from upgrading...the air pollution will keep the High Tech out. Manufacturing may or may not replace the dirty, but you can always set your Dirty Industry buildings to historical...time consuming process, though.

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Dirty industry does not get redeveloped. I have cities with the dirty industry tax at 20% and skyrocketing high tech demand; the old dirty industry still remains and does not abandon.

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Make sure they have police and fire coverage, add a couple of non-pollution eating parks/plazas, and you can advance the taxes a bit, to say 12% to harvest them a little. As long as you don't kill off the pollution you are fine. This is maybe a good spot for a waste-to-energy plant to keep things nice and dirty.

Now, if you achieve a good desirability for IM and HT by having high education in some areas, with all the amenities including trees and green parks, clean streets (no garbage), etc. You shouldn't have trouble with that.

It is important to have a group of low-life Sims to work your ID. Put two or three 2 x 4 high-density residential lots along the border of the ID, and they should grow into R$ tenements. Do not put any schools anywhere near this. You might consider a clinic, but watch out for strikes. Better to ambulance any sick Sims uptown.


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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
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You shouldn't have too much trouble doing this.

You'll need to maintain a population of poor, uneducated sims in the polluted area near the industrial zone. Those sims will work in the dirty businesses and maintain demand for them so they don't become abandoned.

On the other side of town you can place the parks, schools, and services you'll need to raise an educated upper class that will create demand for HT and advanced commercial.

You should gradually raise taxes on Dirty Industry until the tax rate reaches a sweet spot where no new Dirty businesses will move into the city but your current dirty industrial area will not disappear. Then you can zone new areas for HT development in the unpolluted parts of town without worrying about dirty industry moving in. Of course, you need to create the demand for HT first.

Manufacturing is less lethal than Dirty, but you still want to keep it away from your HT. You'll have demand for M before HT, so you can zone some areas for Manufacturing development and then gradually raise taxes to discourage Manufacturing businesses from moving in when you start zoning areas for HT.

If you want to add more manufacturing when you've already got HT, just make sure there is no empty zoning in your HT areas, zone more space for Industrial in a different area, and lower the I-M tax rate.

When you're laying new zones in a mixed-development city, you just need to always make sure the tax rates and overall demand levels are in the right place to produce the desired type of development.

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^ Welcome to the conversation.

That is an excellent first post.


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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Dirty industry does not get redeveloped. I have cities with the dirty industry tax at 20% and skyrocketing high tech demand; the old dirty industry still remains and does not abandon.

That's because there is no desirability for high tech where your dirty industry is due to air pollution. High tech has no tolerance for dirty air; ID produces a tremendous amount of it. If you use a mod/lot that reduces air pollution by a significant enough amount, you will notice high tech industry replacing the dirty industry assuming you fulfill the other requirements for high tech.

It is important to have a group of low-life Sims to work your ID. Put two or three 2 x 4 high-density residential lots along the border of the ID, and they should grow into R$ tenements. Do not put any schools anywhere near this. You might consider a clinic, but watch out for strikes. Better to ambulance any sick Sims uptown.

For industries, the existence of sims has no effect on desirability (Besides the creation of air pollution due to traffic). Whether or not they work the dirty industry is decided entirely by their wealth level and their ease of access to it. Instance 4201 in Simcity_1.dat determines the percentage of each wealth type that can work in a dirty industry building. By default, it's set to 64 (Hex) for low wealth, and of course 0 for medium and high wealth.

Therefore, only low wealth sims will work in dirty industry, and they will do so regardless of their education. Yes, they can have 200 education and they will still happily work at dirty industry (Or farms, even!). It's just that there will be no DEMAND for ID or IR. Any ID or IR remaining in the city that does not abandon due to low desirability/lack of power/water/etc is still viable for jobs.


  Edited by Mister Giggles  

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  • Original Poster
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    Thanks everyone for the excellent advice.

    The Simtropolis community is amazing :thumb:


    I don't tell you how to tell me what to do, so don't tell me how to do what you tell me to do. - Bender Bending Rodríguez

    MayoN_edited-1.jpg

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