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maximan11

Demand Mod Question

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I'm planning on creating a large, central downtown city to be the first city in my region, so I'm building in to out. Therefore, I would prefer to have commercial skyscrapers from the get go, rather than having to work up to them. I thought the best way to do this would be to use the super demand ordinance mod to spike the need for medium/high wealth commercial skyscrapers to get them immediately.

 

However, once the CBD is build, I want to play the game building using the normal demand simulator (with the exception of the industry doubler) in order to maintain balance and playability. 

 

So my questions are;

 

If I did use the super demand ordinance mod for one city, then disable it, would the vanilla simulator then recognise the need for residential zoning in order to fill the tens of thousands of jobs in the CBD

 

Will I get a 33.3% split between low/medium/high wealth commercial skyscrapers?

 

If this just won't work, or if there's a better way, what would you suggest I do?

 

Cheers 

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Toying with it and discovering what happens will give you the best answer and the most fun.  You can always play without saving so you don't lock in any unwanted results.  You can make a copy of your region before testing anything and then use it to overwrite the one you tested with.

 

Because of the way demand is extrapolated and transferred to neighbors I do think there would be an issue in trying to use it for just one city.  Personally I think of regions as one entity and every tile of that particular region uses the same plugins.  I do this because of the fact that plugins have universal effects.  I drop a region and it's associated plugins into the game in pairs as to allow them all to have different characteristics.

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Why not start the CBD city with a couple of crossed avenues and some low density C.  This can be rezoned as things ramp up.  You could also start this as a mixed city with an industrial pod on one side of the business district and residential on the other, forcing all traffic between R and I to pass through the CBD.  As the traffic density in the CBD increases, so will demand.  Build out first, then start rezoning for higher density as needs arise.

 

Later on you can port the industrial pod to an adjacent outlying tile, and if needed, export the R as well.  All this means you have to retain the balance and stay in the black.  In a few weeks (physical) of play, you should have your pincushion CBD which can be expanded by continuing to export other types.

 

This is a more natural progression, and should give you hours if not months of fun as you solve the problems that the game creates from your dispositions.

 

This will work best and be the most fun on hard difficulty as you will be squeezed for funds at the start.  Run in turtle or rhino speed and enjoy the animation.


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