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Tourist city with no industry or education

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Is it possible to create a culture specialization city with strictly only residential and commercial zones, and only basic services such as fire, police, health and mass transit (power, water, sewerage, garbage and education all provided from the region)?

 

I'm working on one right now, but people are protesting about having no schools. Should I just ignore them? Is it just a reminder of the happiness I could be gaining, or do they slowly lose happiness without it? I don't actually have much education in the region yet, both my first two cities were heavily industrial (coal and oil respectively) to provide the basic necessities for the region, but both have grade schools. I'm planning to set up an education hub next with at least two universities (just for shits and giggles).

 

EDIT: They are actually protesting that "there was no education". They are now leaving their wealthy modern city to attend crummy grade schools in polluted industrial towns.

 

EDIT 2: Now there are some people threatening to leave if they don't get education. I guess it can't hurt to put down one school. However, if I only had to choose one, which would I go for? A university is just far too large for this city, but are there any factors that differ between the other three besides their capacities? I don't suppose a few libraries would suffice as a substitute for schools?

 

EDIT 3: It obviously makes sense to have a high school as the gymnasium boosts tourism. I don't suppose it matters if I have two high schools and no grade school.

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I always put some sort of education in my cities, it gives a lot of benefits - less crime, fire, sickness - which means you can save on other services. Especially if you are going to build casinos in your city crime can get out of hand without education. I would go with high schools - they hold a lot of students and you can build classrooms on top of main building so you don't waste a lot of space, it has busses so it doesn't create traffic like university or college. And as you said gymansium can add to your tourism attraction rate.

 

Education beetween cities doesn't really work right now, meybe few studends will travel, but I don't think it will be enough to give you even 1 hat, plus that creates unnecessary traffic which is never good for tourism city. You don't need high edu lvl, just 1-2 hats to lower crime etc and make your sims happy.

 

As for industry you can ignore it all togheter or just put it at the beggining if u need some additional $ or jobs.

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    So I have education sorted now, even though it caused quite a stir with the locals as I kept bulldozing buildings and moving the schools. Now however, I've run into a worker shortage/no money problem yet again.

     

    I have a population of just over 71k, with roughly 114k tourists. There are 6.5k unfilled low wealth jobs of a total 8.8k, and all 1.4k high wealth jobs are unfilled (all 4k medium wealth jobs filled). So what wealth level should I focus in order to fill all these jobs and provide money to my residents?

     

    Apparently if I make it all my commercial high wealth then I will only need medium wealth jobs? But then where will the medium wealth residents shop?

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    I have a similar set up for a city that I'm playing with my friends and I did ran across at this no education problem. Early game I have 2 GS 1 Lib 1 HS  and 1 CC. All went well and then for some reason my education level starts to drop. I tried dozing down all schools and came to a point of replacing CC with a Uni but no success so far.

    I'm guessing that it might have to do with the broken mechanics of education between cities since my neighbor next to me is specializing on education as his role.

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    I'm having issues creating high wealth land. I placed down amphitheaters  and they provided a bit of high wealth spots, but I needed the coverage to spread to residential which was just out of reach. However, I had to close them because I was running out of money (keeping a purely culture-driven city running is tough) and replaced them with small fountain parks. While they are still high wealth parks, there are literally no high wealth pockets anywhere around them. Only when I placed two directly next to each other did a few pockets appear. It seems stupid that only the overlap results in high wealth.

     

    Is there any trick to maximizing high wealth land value coverage while minimizing operating costs?

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