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Ways to develop slums?

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What prevents $$ and $$$ from moving into a neighborhood besides pollution/undesirable ploppables? I'm having quite a difficult time planning slums, simply obstaining from parks and other enhancer is not enough, as $$ still move in. Even plopping small patches of I nearby won't help. So unless i stuff a lot of industry/power plants in a neighborhood it's residential area rarely becomes a slum. Any advice here?

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You don't need to deprive your poor sims of health education (how will you create a highly-educated workforce then, necessary for strong CO demand?). And you don't need to soak them into pollution. Medium- and high-density R$ buildings actually need a fairly high land value to develop.

 

But as you said, growing wealth-segregated areas is not easy, because medium-wealth houses will start replacing the poor ones as soon as demand goes up. It's not impossible though, only the procedure is tedious and kinda "micro-management". Take a look at it explains the technique and showcases some of the areas I developed using it (there is "slum" too).

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For openers, don't use default zoning.


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    For openers, don't use default zoning.

    Could you be more specific please?

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    If you use addons, there are three packs of low wealth buildings, based on buildings in New York City, over at the LEX. Their lots sizes are mainly 5x5, but it goes up to 15x15. Use the "CTRL" button to zone large lot sizes. You will need to register at the LEX to download them. Read the readme, it has valuable info on how to grow them.

    As Nonny Moose said, don't use the standard zone lots. 3x3, 4x4. You need to zone lots sizes that generally only low wealth building would grow on. I don't know of any base game low wealth buildings that grow on lots sizes larger than 4x4, but then again, addons could help in this situation.


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    Above suggestions are good.  You wiill also need to mark any R$ as historical.  This will prevent R$$ and R$$$ from redeveloping the lot.  As cogeo stated, this is tedious and micro-management but is necessary to keep the slum pure.


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    Do as they said above as well as raise taxes for medium and high wealth residential and commercial zones.. If you want to add an extra slum effect, you can set road funding to zero and you will get oil spills and cracks in the roads.  I base my slums off of Philadelphia and how they are really close to some industrial districts. That could add to the feel.


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    For openers, don't use default zoning.

    Could you be more specific please?

     

    The game lures you into using 1 x 2 lots.  These lots are very large: 16 x 32 m. (52.5 x 105 ft) which is very large for a slum.  Even a 1 x 1 lot is very large for a crowded urban area.  Because the game generally has no 1 x 1 R lots in early levels (1 & 2 AFAIK), you have to think about how to set things up to avoid silly things like mansions from growing.  The click and hold default for lots produces 1 x 2 lots in back to back sets with automatic streets.  The game can easily merge these into 4 x 4 to build mansions in areas where they are inappropriate.

     

    Generally, I use hand zoned 2 x 1 lots in back to back sets.  The largest lot that can be merged out of these is 2 x 2 which is too small for mansions which require at least 3 x 3.  The game passes level 1 and level 2 quite quickly, and after that you can zone 1 x 1 lots manually for your slums.  I also use 1 x 1 R$ lots to border farms.  Lots like this are usually on the farmer's land and he isn't going to want to give up more crop land than necessary.

     

    BTW even a 2 x 1 lot is capacious in modern RL terms.  The grid is actually 50% too large, but this is a matter of practicality with respect to the program.  If the grid were shrunk to 8 x 8 m, the 1 x 1 lots would be 26'3" square which is more in keeping with RL.  However, this would probably raise hell with the simulation which everyone thinks gets clogged up now.  The universe of discourse for a large tile would by increased by a factor of four which means the knee of the exponential hyperbola for resource use would move to the left.  Since we don't have quantum machines yet, it would really make the program frame rate fall even more unacceptably.


    Beware: Emancipated user.  No Windoze for me.
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    In my personal experience, I would zone a decent amount of medium-high density industrial zones and than zone 4x4 high residential lots moderately close to the industry.
    Implying you have a high demand, low wealth high rises should come in.

    If that does not work you could always download some slums that you can plop and develop a slum district that way. 

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    Anti-mansion tricks I use in sububs; Zone low-density in a 5x5 grid (2 deep + 3 deep), and de-zone the middle square.  You can also keep that pattern at 5x8, 5x11, etc, dezoning every third center tile. There's no contiguous block larger enough for default mansions.

     

     

    Also, the game won't combine different density levels,  In urban areas, you can mix in a few small medium density or high-density lots that are small enough that nothing huge will grow on them.  These will break up your sea of low or medium density.  Especially useful if you want to preserve some very small buildings.

     

    This can be very good for preserving or encouraging low-income commercial services.  As for the larger Maxis tenements, you just have to mark them all "historical."  However, keep in mind that some sizes are better than others.  2x4 and 4x4 will give you more low-income hi-density tenements, especially the most-dense structures; 3x3 or 3x4 tend to give you mid-wealth towers. 

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    Just because a lot is 1 x 2 or 2 x 1 zoned single occupancy doesn't mean low wealth.  You must consider the environment as well.


    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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