Jump to content

6 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hi all,

Could you give me some suggestions on how to bridge dirty industrial area with the rest of the city? When starting off I usually leave a huge space between the city and the industry and connect the 2 areas with road or avenue, but as the city grows, more lands are needed  and as the city expands that huge space keeps making me feel uneasy, because I can't place anything near or around the industry because of the pollution. So how do you usually deal with that? 

Thank you!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The "problem" with dirty industry is that no one wants to live too close to it, especially residents, but also high level commerce. smaller shops are more tolerant. Personally I prefer only to develop high-tech industry within the city borders and have residents travel out of the map for the dirtier pollute. Due to limitation in the simulations, Sims are more happy about traveling outside the map, than to the end of it...

However, to have dirty industry within the cityborder, place a bufferzone with low $ commerce and when it develops, lock the buildings from developing into $$/$$$. Closer to the residental area, you have a zone with medium/high (but only if your city is big enough) commerce that can grow more freely.

Hope that helps and was understandable.


  Edited by Nesral Sredna  

-tech in high-tech got lost
  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Of some note, R$ Sims will live anywhere, even next to a toxic waste dump.  You can zone them right next to ID and they will move in.  They don't always have cars and will either walk to take transit to work.  Make sure you have the NAM.  You might want to do a custom NAM install if you are new to the game and only select options you are ready to tackle.

Because this is a North American demographic and geographic game, the prevailing winds appear to be westerly.  If you place your ID on the east edge of your tile, about half of the pollution goes over the edge into the great bit bucket in the sky and is never seen in game.  ID is usually temporary in any case, usually promoting to IM as the education levels of your Sims improves and the need for ID jobs goes away.  Over time, you can convert ID zones into CS$ and CS$$ if you like.  Going to I-HT is difficult until the pollution levels in the land caused by the ID are resolved.

I-HT and CO$$$ have approximately the same environmental and educational requirements.  You should carefully install the I-HT fix when you are read to start zoning for it.  R$$$ don't work in I-HT without the bug fix.

Expect your zoning to by dynamic over the life of your city.  If you upgrade a zone, the transition will happen slowly.  If you change the zone type, the buildings currently in place will be immediately demolished.  Don't be afraid of urban renewal.  It is standard practice in most cities of the world.

  • Like 1

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

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Okay thanks for all your reply :) I think I'll bride it with some C$ :D

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    It doesn't hurt to run say a canal around the border of industry, some of the original Simgoober lots, along with CAL's remastered versions even have addons to make a functioning canal system for transporting freight or adding water/power more subtly to out of the way areas. Parks and trees are also another good buffer, many of these items will have effects that help to cancel out the pollution and therefore reduce the areas that would otherwise not be inhabited by higher-wealth zones.

    Remember also that R$ sims generally don't care too much about pollution, since it's those sims that work in ID it's quite possible to have a more mixed setup, one of the harder parts of the game is keeping sufficient R$ sims to do all the menial stuff, much like the real world. If everything was nice and therefore expensive, R$ sims can't afford to live in those places and your game can become unbalanced as a result.

    • Like 2

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections