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Why are all my commercial jobs $$ and $$$?

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The demand for cs$ is the highest, yet the only jobs that appear when I zone for commercial are $$ and $$$. The graph shows that $cs jobs is below 10. 10 jobs! Compared to the thousands of $$$ and $$ commercial jobs.

Anyone know how to get $cs?

Edit: Looks like my r$ are working in the $$$ and $$ commercial places. Maybe I don't need $cs?

6931036344_c88518a6f9_b.jpg

Another question. Is there any kind of transition pieces or connector pieces to make a ramp for the single tile 4 land ave?

Another question. If there isnt a connector piece, will I have to use the Real Highway Network and bulldoze the grey highway?7077656635_edb13e0ce2_b.jpg

See how the 2 lanes turn into one at the ramp? Is there a way to make it 4 lanes all the way with the ramp?


  Edited by iwantmap  

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You sholud be happy about no $cs jobs.

Solution:

A posibitlity why this is happening is because the ddemand is so high and no place is desirable for $cs because of such upmarket area. This has never happpened to me or anyone before (I Guess). It is a new problem i guess. Hope it helps

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You have no $ Commercial jobs because they're on $$ and $$$. Have you ever seen a R$$ building being demolished and replaced by a R$ one? I've never seen that, so not happening here too. Game won't go backward, it could dilapidate however.


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    You have no $ Commercial jobs because they're on $$ and $$$. Have you ever seen a R$$ building being demolished and replaced by a R$ one? I've never seen that, so not happening here too. Game won't go backward, it could dilapidate however.

    Well, Ive seen Cs$ start, then a month passes by and it turns into a Co$$$ office. I use the small zones too.. I wanna see more Cs$ in my city.

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    It is not about zoning size or density, it is about how rich are the offices... If you want to see R$, just look at the palatability, and zone low density commercial where both R$$ and R$$$ won't come, aka close to dirty industrial zones, forgetting to add any park or tree of course. You could also try without giving water supply, if i am not wrong it prevents not only higher densities, but also highers than $. However, if you want to give a low-density look to the commercial area, making it look like the american suburbs, you can zone 6x6 low density commercial, it will come up a mega-store, looks enough similar to the reality.

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    May Lenin'sk sprawl forever in wide and wise Mother Russia! - Lenin'sk City motto.

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    You need to understand that a building with a $$$ rating does not employ only R$$$. If it did, who would empty the ash trays?

    $$$ buildings employ lots of other levels, and I think you can see this in the SC4Tool.

    The CS$ demand is not for R$ workers but for low level commercial buildings. Try zoning a flock of single occupancy commercial lots: 1 x 2, 2 x 2. They should build like weeds.


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    As far as I can tell from the pic, most of the city land has already been developed, but you have almost exclusively medium-density development. Either you have zoned mostly medium-density, or no areas are desirable enough to cause hi-rise development. If you don't want hi-rises your city pop and jobs will rise some 50% or at most double (if you build up all free land), and won't go beyond that. Medium- and high-wealth development displaces low- and medium-wealth respectively, and this can clearly be seen in the demand graph (low-wealth demand is top-high, while high-wealth demand is almost completely satisfied, I would say exhausted).

    What could be done is attempt to get more high-rise development, especially for low-wealth. The simulator setup allows only a certain percentage of the development to be stage-7 and stage-8, but you are not yet any close. You should also try to consolidate high-wealth as well, as $$$ buildings sprouting-up here and there won't allow anything else to grow. Especially those stupid boutiques tend to fragment the commercial zones, offering only 9 jobs and refusing to be aggregated with anything else but CS$$$ too. That is, try to grow taller buildings (for all wealth types), as you don't have very much land available. Something that could also help is try to segregate wealth levels, as proximity of other wealth types have a negative effect in desirabilty (for the certain wealth type), and you may not be able to get hi-rises. It is possible for a building/lot to be upgraded to a higher-wealth level, but the opposite is not; you will need to use the bulldozer in such cases.

    A tip that can help, you can plant trees IN the lot(s) you wish to upgrade. Stop and save your city, zoom to the lot(s) of interest, change to zones view, plant some trees (it may not be very easy, if the lot is occupied by the building and the props - the ingame oaks are the best, as they have the smallest footprint and the highest desirabilty effect) and run the city in slow speed for a month or so. If you didn't get the development you wanted, exit without saving and try again, maybe with more or fewer trees.

    Those 1x3 and 1x2 tennements can be aggregated to form 2x3 and 2x2 ones, and finally 4x3 and 4x2 hirises (you may need to mark buildings as historical, to prevent a 2x3 one developing in the middle of a 4x3 zone). For CS$, the most compact form of development is those 1x3 (and later 1x2) "Small Shops", offering about 150 CS$ jobs. They need high-density zoning and relatively high customers. Mark them historical as soon as you get them. You may be able to satisfy all this CS$ demand (which some players erroneously call "insatiable") in some relatively little space. The other alternative may be to develop R$ and CS$ in a neighbour (connected) city, but then you will have high traffic and commute times.

    The problem with the highway ramp is either a bug or a conflict with other custom content. I have reproduced it as well, it occurs if the highway is in the north-south direction (not east-west) and you drag the road (under an existing highway). A quick but expensive workaround, is bulldoze that part of the highway, plop the ramps from the ramps menu and reconnect the highway and the road. I will report this to the NAM team.

    Please try the suggestions above and let us know the results.

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    7077656635_edb13e0ce2_b.jpg

    See how the 2 lanes turn into one at the ramp? Is there a way to make it 4 lanes all the way with the ramp?

    Simple to explain: it's puzzle piece based, not a draggable override. Therefore it behaves differently and the NMAVE-4 doesn't continue through the interchange. Most likely this bug (or actually a non-bug, since it's a misuse of that particular piece) will probably not be solved in the future due to a) a complete Maxis Highway overhaul in the future, making the standard highways looking more like the RHW, disabling also all pre-fab interchanges. and b) the NAM Team doesn't make any prefab interchanges anymore due to their complexity, inflexibility (as this example proves again), effort and time-consuming to make them...

    Best,

    Maarten


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    You need to understand that a building with a $$$ rating does not employ only R$$$. If it did, who would empty the ash trays?

    $$$ buildings employ lots of other levels, and I think you can see this in the SC4Tool.

    I'm going off topic, this is a little more complicated than looking at the building stats. You have to open SimCity_1.dat in reader and check out the RCI exemplars, in the case of CS$$$: T: 0x6534284A, G:0xC7BB4816, I:00003131. Here you will see a property "Drives", with a value of:

    0x00002010, 0x0000003E, 0x00002020, 0x0000001E, 0x00002030, 0x00000008, 0x00004900, 0x00000064

    Which Means:

    R$, 62%, R$$, 30%, R$$$, 8%, Contribution to IR CAP, 100%

    A CS$$$ building that has a capacity of 100 will provide 8 R$$$ jobs, and yes, contribute 100 to the CAP of farms (meaning if you had 30,000 CS$$$ population, you wouldn't be able to make farms anymore). As a side, everything except farms contributes to the farm CAP (which is 30,000).

    A CS$$$ Building Desc has three values in Capacity Satisfied, and these are the various capacities when the building distresses/dilapidates. When/If it distresses to a CS$$, it no longer emplys this percentage of people, rather it links to the CS$$ RCI Exemplar, T: 0x6534284A, G:0xC7BB4816, I:00003121.


      Edited by Lowkee33  

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    Regarding the NMAVE-4/Maxis Highway situation, I'll quote parts of my post at SC4D:

    The issue at hand is a good bit more complicated than the discussion thus far has presented it to be.

    Regarding an interchange hook-up from NMAVE-4 to Maxis Highways, that's not so much a bug as it is a feature that simply doesn't exist. We haven't made a model for that setup, and thus, it's not included. (I should note, the user's question seems specifically limited to just about NMAVE-4/MHW integration--there's no mention of any issue with base game content otherwise.)

    . . . another, much bigger part of the problem is that if you drag an NMAVE-4 under a Highway as this user has, and accept the game's prompt to build an interchange, it'll always end up as a default Road interchange. The interchange building prompt for Maxis Highways is not an override, but a ConvertQueryID setup specified in RUL0. It's basically the same as an AutoPlace (used for the ill-fated "Draggable FAR" attempt from NAM 28 that caused the Car Ferry CTD), but with a user prompt.

    The larger issue is that we can't fix this with a RUL2 override. Upon accepting the prompt on a ConvertQueryID setup, an Interchange-base Related Item (IRI, to use Tropod's terminology), AKA a puzzle piece, is placed--one just like all the other ordinary puzzle pieces out there. It's just placed via the prompt rather than grabbing it from the menu. It's all handled by RUL0, and the puzzle piece that gets placed is determined by the CheckType setup.

    Any time a user drags a Road-based NWM network across a Maxis Highway and accepts the prompt to build an interchange, the resultant interchange that is placed will always be default Road interchange. And because, from the standpoint of CheckTypes, there is no differentiation between a Road, an NMAVE-4, a TLA-7, etc., there's no way to differentiate it from the RUL0 end.

    While there are technically ways to solve it, they are vastly less than ideal:

    1) Disable ConvertQueryID setups involving Maxis Highway/Road interchanges altogether. This would entail removing a base "feature" of the Maxis Highway system that shipped with the game.

    2) Create additional ConvertQueryID setups for the additional NWM networks. However, as there's 4 other Road-based single-tile NWM networks, there's going to be at least 5 matching CheckType setups, possibly more, depending on just how one's network layout is set up. If you build a dual/triple-tile network, due to the fact that single-sided ramps are tied into ConvertQueryID, you could quite possibly see 20+ prompts. This means the user is going to get inundated with by "Build an interchange?" queries, and will get very annoyed quickly. With the way RUL files work, this is going to happen even if the user does not have the NWM installed.

    The way the Maxis Highway system exists at present, it's not really able to support the latest developments in the transit modding community, even including things like the NWM. It simply wasn't built with the type of stuff we're doing in mind.

    I should also add that we've managed to track down what was causing the issue that cogeo reported (a HID misalignment in RUL0) and it should be fixed with a future NAM Hotfix Package.

    -Tarkus


      Edited by Tarkus  

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