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Sup3rvillain

Should residential and commercial be close together?

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Hey quick question, in my towns i have A LOT of traffic with only about 94k-100k population.

 

 

I want to know if it is a good idea to zone residential and commercial close together? For example.. two streets residential, 1 street commercial, followed by 2 more residential. 

 

Thanks

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yes, you should mix R and C thoroughly.  The best way is staggered.  The single rows just don't seem to work very well and cause lots of traffic. A ration of 3R to 1C seems perfect.  You may need more R if you place Industry (I).

 

RRRCRRRC

CRRRCRRR

RCRRRCRR

RRCRRRCR

 

CCCCCCCC

RRRRRRRR

RRRRRRRR

RRRRRRRR

CCCCCCCC

RRRRRRRR

RRRRRRRR

RRRRRRRR

CCCCCCCC

 

As you can see, the staggered has a better flow for the sims than row houses mode.

 

Hope this helps.

-=Mark=-

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and  how about road system ?   can you help a little bit with  this ?

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Not sure what exactly you need help with, but generally speaking I just make checkerboard dirt roads with avenues box around my city.  Just make sure you don't zone the avenues.  They are used for traffic so you don't want any buildings facing towards the avenue.  

 

Remember a single low-wealth. high-density building can have up to 700 residents coming out of it all at once.(400 workers+200 Shoppers+ 100 Students).  so as you can see it can create a lot of traffic, not to mention when they come home having them stopped in the road to make left turns causing traffic to backup.  This way they backup the side streets instead.  

 

Later in the game I usually bisect the city with another avenue down the middle and if traffic is still too hectic I may make a perpendicular intersection making a plus sign.  

 

I find the more intersections you have, the more options traffic can move around and find alternate routes more easily.

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yes, you should mix R and C thoroughly.  The best way is staggered.  The single rows just don't seem to work very well and cause lots of traffic. A ration of 3R to 1C seems perfect.  You may need more R if you place Industry (I).

 

RRRCRRRC

CRRRCRRR

RCRRRCRR

RRCRRRCR

 

CCCCCCCC

RRRRRRRR

RRRRRRRR

RRRRRRRR

CCCCCCCC

RRRRRRRR

RRRRRRRR

RRRRRRRR

CCCCCCCC

 

As you can see, the staggered has a better flow for the sims than row houses mode.

 

Hope this helps.

-=Mark=-

 

Above is good and fine, I personally do:

 

| |RRRRRRRCCCCRRRRRRR| |

| |                                           | |

| |RRRRRRRCCCCRRRRRRR| |

| |                                           | |

| |RRRRRRRCCCCRRRRRRR| |

| |                                           | |

| |RRRRRRRCCCCRRRRRRR| |

 

With the feeder roads you see on the left and right leading to industry.

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I just use RRRRRRRRRRR-CCCCCCC- (road)- and then the workplace of the residents like industrial.

Use the empty road so the comercial dont get angry of pollution.

So when the residents get home after work they can go shopping.

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Keep in mind, Low wealth shoppers visit low wealth commercial, Medium Wealth shoppers visits medium wealth commercial etc. Try not to mix them both in a single area. Mixing them alongside residential is fine but depends on the RCI needs, plan ahead.

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We can simplify this further.First upgrade the side streets to avenue status.Second download the ninja boulivard station from the lot exchange if you don't have it...the high capacity one is my favorite.Third use them everywhere.Fourth invest in RR/subway lines.Yes always put commerce close to residential areas.I like placing Landmarks that employ lots of people at opposite sides of residential areas to split up the traffic.If they are close enough(10 squares or less) to residents you will notice something..residents will walk to work.

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We can simplify this further.First upgrade the side streets to avenue status.Second download the ninja boulivard station from the lot exchange if you don't have it...the high capacity one is my favorite.Third use them everywhere.Fourth invest in RR/subway lines.Yes always put commerce close to residential areas.I like placing Landmarks that employ lots of people at opposite sides of residential areas to split up the traffic.If they are close enough(10 squares or less) to residents you will notice something..residents will walk to work.

This is the section for SimCity 2013. You seem to be talking about SimCity 4 with Rush Hour and mods.

 

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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5/8 r

2/8 c

1/8 i

 

Best off if C and I touch

Better off if R touch C and I

 

design can be difficult in some ways as you must also allow for various industries if you pick a specialty as well

 

The patter of roads and touching worked best when we used the Octa Layout as a result actually which was why we came up with that patter a very long time ago

 

ZHATT did a video on the layout which would NOT require Bridges or tunnels and could be used even in Orion Large cities.  For those whom were looking for density.. the Herringbone design also that ZHATT did a presentation for us on is also similar

 

 

XoXiDE

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5/8 r

2/8 c

1/8 i

 

Best off if C and I touch

Better off if R touch C and I

 

design can be difficult in some ways as you must also allow for various industries if you pick a specialty as well

 

The patter of roads and touching worked best when we used the Octa Layout as a result actually which was why we came up with that patter a very long time ago

 

ZHATT did a video on the layout which would NOT require Bridges or tunnels and could be used even in Orion Large cities.  For those whom were looking for density.. the Herringbone design also that ZHATT did a presentation for us on is also similar

 

 

XoXiDE

 

I've built a few of the mixed RCI cities to eliminate road traffic, but it ultimately fails as the ground and air pollution eventually kills your city.  It works for a short disposable game, but it won't last too lang without major issues.  I tried it again after they introduced tree lined roads and they don't remove enough pollution by themselves and die way too quickly.  I spent more time spamming trees than anything else.

 

I find it easiest to just place Industry on the downwind edge of the map and leave an open row of a single short block for forests that act as buffer for the pollution.  I still have to constantly spam tree lined roads and trees in the empty rows of blocks, but eventually the whole industry becomes sick from pollution, but R and C remain pollution free.  At least it's only a few rows of industry needing spammed and only the Industry getting sick, rather than spamming the whole city and the whole city being overrun with pollution and sickness after a few years.

 

So, in the short run it works fine, but the long haul it fails epically.  

 

I was bugging the devs to make the trees last longer, and finally they did, but the pollution removal was less, so the pollution still over takes your city.

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Well, higher tech industry pollutes less and you get benefits from education. I usually have a couple of community colleges near to the industry (which is on the downwind edge of the city) in my residential zones. I also mix commercial with residential.

 

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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I would have to look at real values of Trees and Age to ability to deal with pollution... fact is I know some cases where trees will NOT die in pollution at all depending on what they are unless its toxic or to much salt.

 

 

but pollution from the game in the normal sense unless from a coal or oil then the Various radiations should not kill plans.  It might mutate them.

 

I think the logic of tree for pollution and ratio is wrong to match the game but I would have to talk more to the developres

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Well, higher tech industry pollutes less and you get benefits from education. I usually have a couple of community colleges near to the industry (which is on the downwind edge of the city) in my residential zones. I also mix commercial with residential.

 

--Ocram

 

I think the higher the tech level the more pollution, the higher the education the lower the pollution.

 

 

I would have to look at real values of Trees and Age to ability to deal with pollution... fact is I know some cases where trees will NOT die in pollution at all depending on what they are unless its toxic or to much salt.

 

 

but pollution from the game in the normal sense unless from a coal or oil then the Various radiations should not kill plans.  It might mutate them.

 

I think the logic of tree for pollution and ratio is wrong to match the game but I would have to talk more to the developres

 

 

It would be nice to have the values.  especially the tech level pollution values and density levels as well.

 

Ground and air pollution, both cause germs.  Trees are suppose to absorb both.  Downwind they two multiply so you need them to blow off-map.  On-Map I don't think could be under control at all, as upwind, the ground pollution creeps slowly over time and needs trees for control.

 

I've tried just tree lined roads, but it still creeps across the road upwind into the RC.  I find a row of small empty block filled with trees plus tree lined roads will keep pollution at bey.

 

I admit though, if you can keep 100% on top on tree lined roads, you maybe, possibly be able to control it.  I always get distracted with other aspects of the game and pollution creeps in.  Now if trees auto grew on their own, then it may be a viable option.  I wouldn't mind paying a very small tax for the inconvenience of not having the constant transplanting.

 

Once ground pollution has accumulated, it's almost impossible to remove.  Even with diligent tree planting it takes forever to push it back even a little.

 

If we at least knew the values of the pollution the building types generated vs tree type removal it would better help to keep it at bey.

 

as it stands now, I just build a 3:1:1 ration and when my city fully matures to HD I can bulldoze all of industry and jobs are in perfect balance of 3:1 for R and C and the miscellaneous jobs from other buildings on an RCI only map.  I do however need to drop my taxes down to under 7% to make up for the loss of freight, but it's easier than transplanting trees constantly.

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Well, higher tech industry pollutes less and you get benefits from education. I usually have a couple of community colleges near to the industry (which is on the downwind edge of the city) in my residential zones. I also mix commercial with residential.

 

--Ocram

 

I think the higher the tech level the more pollution, the higher the education the lower the pollution.

 

 

Umm...Tech Level 1 is high pollution, Level 2 medium and Level 3 us low pollution.

Education doesn't effect industrial at all, Education only effects health, power, crime, fire, waste etc.

While Tech only available on specific buildings such as Community Colleges, University and Vu Tower.

 

http://www.youtube.com/watch?v=ri38TAYDebw

 

http://www.youtube.com/watch?v=8byMUE9eZLw

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Yes residential should be close to commercial. :)

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