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No idea how to read Census Repository

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I've tried decipher the Census Repository readout, but I'm having a tough time figuring it all out. I'm even hovering over each thing...and still...what do I make of it? (attached)

 

Overall, I feel as though I'm having a hard time meeting demand. Demand for RCI are all sky high, but I can't seem to grow buildings taller, even if they're short! 

 

Anyone have some advice for getting my City beyond 300-330k? Or perhaps, more aptly how to grow more jobs for folks? I seem to have stagnated.

Power, water, desirability, health, traffic, etc. all seem well enough off. I only have a few zots for joblessness....no dilapidated buildings to speak of. No garbage issues. Commute times are tolerable for most. 

 

I'm frankly at a loss. Have I just maxed out the capacity of this mid-sized map? 

 

Thanks for help! 

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I am not an expert but try lowering your tax rate lower, target close as you can to 4%. Your 8-9% is stagnating growth.

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I've always felt that this presents too much information.  Just take from it what you need.


Beware: Emancipated user.  No Windoze for me.
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    I am not an expert but try lowering your tax rate lower, target close as you can to 4%. Your 8-9% is stagnating growth.

     

    4% seems quite low...especially considering the services a high-density city requires. Are you sure that's the right tax rate for a healthy city and not just an "easy" or quick fix to population stagnation?

     

     

    I've always felt that this presents too much information.  Just take from it what you need.

     

    That's precisely the nature of my question. Given the issues I'm facing with stagnation, what information, in this case, do I need from it. My problem is not that I cannot digest the information because it's too much. My problem is that I don't know what a lot of it means, especially in the context of my population issue.

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    Usually tax rates are one of those things that we forget about. If demand is high and your city has proper police, fire, education, heath, parks/rec, and a transit system to shorten commutes, then look at ordinances and taxes. Generally when you start the game, 9% is tax neutral, but as your population grows, tax reduction is needed to promote growth in your target areas, tax increases will kill off target areas. Look at your income and expenses. How much excess are you generating? I personally don't need more than 50K net profit just sitting in the city's coffers, I have tiles 500,000 and more in population and have my tax rates set at 4% across the board. if you are earning massive amounts, then it is too much. Adjust your tax rate in your areas that you want growth and reduce the tax rate. 4% is an ultimate target for income and explosive growth. Slowly drop your targeted tax rates down from 9%, try 8 or 7 and see what happens. if you are barely breaking even with 300,000 population at 9%, then you are seriously overspending. Look at your expenses and see what you may need to bulldoze. most of the time, it is transit systems that are not really needed or can be combined for lower costs. Another thing top check is to check what your power plant cost is and what it is generating. For example the fusion plant, set at highest setting will kill your budget. You will have to scale back the production & cost to meet what your city actually needs, then add 10% for a growth buffer to that power budget.

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    Try lowering your taxes in line with your income.  I control my taxes to disallow a wide range between income and expense while staying profitable.  It is a matter of paying attention to the difference and lowering taxes accordingly.  I never go below 6%, which I consider a cut-off under any circumstances.

     

    I have a couple of tax policies that you might find useful:

     

    Year 4+: ID tax rate to 20%.  I want them gone, but will harvest them in the meantime.  At the same time, I-Ag tax rate to 7%.  Generally I try to keep this 2% less than the going rate on I-M.  Call it a farm subsidy if you like.  Eventually my policy is to eat the farms and rezone them into something more lucrative, but only in a very mature city.  You'd be surprised, or maybe not, but you can steal farm land in small parcels simply by zoning or plopping things on the land until you get to the main buildings.

     

    Starting at the default 9% as soon as the difference between income and expenses goes over +20K I drop the general tax 0.5% except for the two mentioned above.  This repeats as the profit increases.

     

    Lowering taxes does increase demand.  It also encourages development.  And don't forget to use cap busters as necessary.  I've gotten to the point where I've mostly forgotten which they are.


    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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    I've always felt that this presents too much information.  Just take from it what you need.

     

     

    Usually tax rates are one of those things that we forget about. If demand is high and your city has proper police, fire, education, heath, parks/rec, and a transit system to shorten commutes, then look at ordinances and taxes. Generally when you start the game, 9% is tax neutral, but as your population grows, tax reduction is needed to promote growth in your target areas, tax increases will kill off target areas. Look at your income and expenses. How much excess are you generating? I personally don't need more than 50K net profit just sitting in the city's coffers, I have tiles 500,000 and more in population and have my tax rates set at 4% across the board. if you are earning massive amounts, then it is too much. Adjust your tax rate in your areas that you want growth and reduce the tax rate. 4% is an ultimate target for income and explosive growth. Slowly drop your targeted tax rates down from 9%, try 8 or 7 and see what happens. if you are barely breaking even with 300,000 population at 9%, then you are seriously overspending. Look at your expenses and see what you may need to bulldoze. most of the time, it is transit systems that are not really needed or can be combined for lower costs. Another thing top check is to check what your power plant cost is and what it is generating. For example the fusion plant, set at highest setting will kill your budget. You will have to scale back the production & cost to meet what your city actually needs, then add 10% for a growth buffer to that power budget.

     

    Wow naftixe, thanks for all the info. Sounds like I have a thing or 2 to learn about taxes. I'm interested in trying that as it sounds like you're pretty sure. Of course, I'm nervous to start changing tax rates if that's not the case. In any case, I've attached my financial situation. Pretty strong....but not $50k net like you.

    Anyone else have any feedback regarding this issue? 

     

    Also, anyone know where I can learn more about what all the numbers in the Census Repository mean? Maybe a breakdown of each column that's a little more clear than the hover information?

    Try lowering your taxes in line with your income.  I control my taxes to disallow a wide range between income and expense while staying profitable.  It is a matter of paying attention to the difference and lowering taxes accordingly.  I never go below 6%, which I consider a cut-off under any circumstances.

     

    I have a couple of tax policies that you might find useful:

     

    Year 4+: ID tax rate to 20%.  I want them gone, but will harvest them in the meantime.  At the same time, I-Ag tax rate to 7%.  Generally I try to keep this 2% less than the going rate on I-M.  Call it a farm subsidy if you like.  Eventually my policy is to eat the farms and rezone them into something more lucrative, but only in a very mature city.  You'd be surprised, or maybe not, but you can steal farm land in small parcels simply by zoning or plopping things on the land until you get to the main buildings.

     

    Starting at the default 9% as soon as the difference between income and expenses goes over +20K I drop the general tax 0.5% except for the two mentioned above.  This repeats as the profit increases.

     

    Lowering taxes does increase demand.  It also encourages development.  And don't forget to use cap busters as necessary.  I've gotten to the point where I've mostly forgotten which they are.

    Missed this entry when I posted a moment ago.. Thanks Moose! I'll digest this as well

    Haha---and somehow my 2 different posts combined to one

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    .........Also, anyone know where I can learn more about what all the numbers in the Census Repository mean? Maybe a breakdown of each column that's a little more clear than the hover information?

    :read: - Census Repository - Support and Discussion

     

     

    Thanks NCGAIO!

     

    However, I went through the thread and never really found any breakdown of what the columns mean. I mean, some appear self explanatory, however some of the others I don't understand.

    I'll be more specific. Maybe that's what I've been lacking in my communication:

     

    What exactly does the "Drive" Column signify? 

     

    What does the "CAP" column signify? Is that the percentage of current job or population capacity I've fulfilled? For example, I could grow R$$ by 79% before needed to relieve more CAP?

     

    I'm assuming DEMAND is the amount of residence or job that is currently in demand. So, then, why is there no data present under DEMAND for C$, C$$, and C$$$?

     

    What does EQ: 39 at the top of the table mean?

     

    Based on the "Available Vacant Jobs" row, can I assume my SIMS need 23,372 more jobs in order to be fully employed?

     

    Thanks guys! Looking forward to the help!

    P.S. should I repost this on the Census Repository - Support and Discussion thread? I normally try to avoid duplicate posts, and that thread seems long since dead.

     

    Thanks again!

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    Okay! so that you can understand all

     

    Tutorials/Simulator

     

    armchair, a coffee and a lot of patience .... good read!

     

    Thank you NCGAIO, this is exactly what I was looking for. Much appreciated!  :rofl:

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    Looking at your tax balance sheet, you are netting 28k a month, with over 9 million sitting in your coffers. If you set your rates to zeros, you would survive 150 game months or 12.5 game years. You have plenty of cash sitting to experiment with your tax rates. You have 9 million in reserve, compared to my usual 50k to 100k. Of course if my rates were set at the defaults of 9, I would be rolling in mountains of cash just like you. Taxes are important tools for controlling and encouraging growth. You have a 9 million cushion to experient. Good luck

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    Looking at your tax balance sheet, you are netting 28k a month, with over 9 million sitting in your coffers. If you set your rates to zeros, you would survive 150 game months or 12.5 game years. You have plenty of cash sitting to experiment with your tax rates. You have 9 million in reserve, compared to my usual 50k to 100k. Of course if my rates were set at the defaults of 9, I would be rolling in mountains of cash just like you. Taxes are important tools for controlling and encouraging growth. You have a 9 million cushion to experient. Good luck

     

    Thanks naftixe

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