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dogsaregreat

How to keep a slum?

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I have downloads for liquor stores, etc, and ,obviously, these mostly appear in bad parts of town. But the thing about bad parts of town in your cities is they either improve or become abandoned. So my question is: How do you strike the right balance and keep your ghettos for the sake of realism or downloads in you city?

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Once a building you want grows, click on it and set it to historic. This will preserve it forever even if education goes up or you add parks in the area.

If a non-R$ building grows that you don't want, simply bulldoze it until a building you want grows in its place. Then set it to historic. Simply, no ?

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Also, you could give a try to the 'less abandonment' mod by Bones1. I use it, but it's not for every playing style. High wealth buildings become more difficult to get.

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Or, if you want to use the game mechanics to your advantage, simply avoid putting too many parks, hospitals, or schools. I've found the most effective way to keep things low-wealth is actually to have lots of trash pollution. Don't put any landfills and don't make any trash neighbor deals. Of course that would affect the whole city. It's very difficult to keep a nice part and a slum in one city tile.

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Another great way to make a slum is to mix in dirty and manufacturing industry with residential zoning. The air pollution will keep the rich out while abundant jobs will (generally) keep lower-income residents in. The only problem is that the buildings rarely grow beyond stage one or two with this setup.

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Another great way to make a slum is to mix in dirty and manufacturing industry with residential zoning. The air pollution will keep the rich out while abundant jobs will (generally) keep lower-income residents in. The only problem is that the buildings rarely grow beyond stage one or two with this setup.

That's fine. Remember, you want the Sims to live in "A Hovel Off an Alley off I Street". There is an old SF story about "The Singular Events" which took place there.


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Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
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I've noticed that regional E.Q. can affect slums in one city. While I have all the necessary educational infrastructure in other cities and max out the E.Q. in them, the slum cities in my region start upgrading although they may have fewer educational facilities. Dirty industry eventually disappears in the slum cities because of maxed out E.Q.s in its neighbors. I've also seen high income mansions pop up immediately once I start a new city in a region with a high E.Q. I'd rather not keep all sims in a region ignorant, since I want upscale suburbs, but it becomes hard to maintain slums when all of your sims become highly educated.

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The problem is that the developers of the game were living the American Dream in Silicon Valley. The game reflects their values.


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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