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The influence of parks on R$$/$$$ and CO/CS $$/$$$ development.

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I've decided to do an experiment, similar to the one I did with difficulty levels, but with parks. I think it would be useful to know to what extent do parks influence development, ie if it's worth spending

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Good idea! , But you should also see how layout the parks effect the growth i.e. dose putting all the parks in one area result in more wealthy Sims or dose spreading them out work more efficiently ??? It

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    Thanks for the link! Quite useful...

    Good idea there, Fires of industry. In my 1st set of experiments I'll spread the parks randomly, and in the second set, I'll put them all together.

    PS : thanx for the custom label!!

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    To really prove whether they effect development, make sure you place the parks before any growth happens. Once buildings are in place, building parks near them tends to encourage them to upgrade to either higher density or higher wealth - or both. In fact when I'm upgrading from low density to medium, or medium to high, I plop parks around the spark new growth. Just rezoning alone, buildings tend to stay put for years and years, but a few small parks can cause growth to happen immediately, even in areas that already HAVE parks in them.

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    I've put all parks before buildings, and I placed rewards when they were offered, but not in the no park city.

    The results are surprisingly clear, even with the city with a park budget of $500.

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    Last Online: A long, long time ago... 
     

    quite enlightening. good job.

    I'm surprised about the C$$$.

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    So am I.
    I'm going to start the experiment with $1000/month spent on parks.

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    Here are the results. There isn't an enormous difference between

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    The cap is part of the effect of parks, it's not something unwanted. It influences the results, and that's I want.

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    In my own personal experience I have found that adding parks only slightly increases my mayor rating. Water is the best tool.

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    I believe that the mayor rating and development as a whole aren't linked. The city didn't have any water? I might try an experiment with water, though.

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    I've done the experiment with

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    General conclusion :

    Parks bring great benefits : they are nice by themselves, they encourage $$/$$$ development, making the cities better-looking and economically successful.
    Their price + monthly cost is very low : after a year or two, they actually make you earn money. And when I say earn money, it really means earn money : up to

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    Great info.

    I would like to see how mass transit effects growth.Now I know that seems a little off topic,but I found when i built a light rail system.(Its a BETA and it rules!)When I built the light rail system it was before development.I let the time run and after about ten years of time guess what.I had alot of middle clas and rich sims using the light rail system.While about two blocks away in the slums section of my city(Mostly Project Bootstrap) I found bus use more common.In fact all poor sims were ignoring any rail in my city.I built a different system of light rail for my poor sims to their dirty industry jobs and still alot of bus use and no tram.

    I think why this happens is because the light rail might have a park effect.It also seems to make the land value go up.-I think.

    Any ideas why this happens...

    Do poor people just hate trains?

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    Poor people don't hate trains. They love buses!!! And they can take regular trains. It's just that 75% of them take MT if available, and in general, bus stops are very close one to each other, so it's the most practical MT option.
    Moroever, if light rail is like regular rail, then the sims can park in the stations. As poor sims don't take their car, they'll ignore the light rail.

    Also, light rail is a lot/bat, and its creator might have added a YIMBY effect.

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    Posted:
    Last Online: A long, long time ago... 
     

    parks are the best way to get rid of air pollution and to bring more $$ & $$$ sims to your city

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    I'm not sure if I follow your reasoning here. You have reduced the residential taxes of the no-park city with 44% to compensate for the hifher population. However having a higher population is the advantage of having a less properous city. It's easier to have a dense poor population than a dense rich one.

    So to me it seems that you have unfavourably removed the advantage of the no-park city. If we don't make this adjustment then the no-park city would be much more profitable.

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    Originally posted by: sloppet parks are the best way to get rid of air pollution and to bring more $$ & $$$ sims to your cityquote>
     

    Is there a fixed relationship to the park and the "air cleaning"?

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    I noticed this park effect. One of my city layouts to get a million+ city is to grid 9x9 zones and place parks or plaza's in the middle. WHen u do some math u still save room (less road tiles) and have a lot of parks and plaza's, which destroy caps. When hitting around 700.000 people, i earned more then 100.000 a year with all good ordinances on and a tax (for the $$$) of 1%!

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    Another thing that brings $$/$$$ is a good transportation system. When I build subways and bus stops near any piece of zoned land, automatically a larger building ( if possible ) builds up, and usually of higher wealth. --Also, I find Plaza's work better than parks. In my city with only 250,000 people i spend $12,000 on Plaza's and still make a decent $30,000/month

    The taxes are 4 for everything, except dirty industry which is 20 and 15 for agriculture.

    And dont forget the 12 for low wealth and medium wealth Com Services and the 14 for low wealth res ( I like my cities to be high - medium wealth, which is why my 250,000 sim city has a res avg income of 130,000

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    well once i had to pave a high way though blank a med res zone and i ended up with  lots of unuseable spaces but i filled them up with open spaces and tons of $ med res buildings moved in and the wrid thing was that my $$$ res demand was hiting the roof

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