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tails2489

Residential Not Developing

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I have a large NYC style city where the residential zones aren't all developing. Demand is maxed out, I had added trees to zones in the hopes of forcing the growth. I have unzoned and rezoned these areas but nothing will grow. What can a guy do?? (In the pics note that a lot of the undeveloped areas I am referring to are hiding under trees).

Gotham-Oct. 4, 671539705967.png

Gotham-Oct. 4, 671539705980.png

Gotham-Oct. 4, 671539705999.png

Gotham-Oct. 4, 671539706015.png

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Maybe it has something to do with the 'caps' . This article is talking about that.

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    Can you explain it as you would to a 6 year old?

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    Before you go into anything more complicated, you could try lowering taxes a bit and let the game run for a while to see if anything grows. This shouldn't cost you more than a handful of mouse clicks and a few minutes, and there's nothing else to lose, either (you don't even need to save if nothing happens).

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    4 hours ago, tails2489 said:

    Can you explain it as you would to a 6 year old?

    When you build a city and zoning houses, people will go and live there. Lets say every house has 1 people.

    You zone 10 houses, so 10 people will come

    You zone 20 houses, so 20 people will come

    you zone 30 houses and nobody comes anymore. You hit a 'cap' (read: capacity)

    The reason nobody comes is because a house isn't enough anymore. People want a house and a park, a house and a plaza, a house and a connection to another city. A house and something else. 

    That something else: a park, a Landmark, a connection, will break the cap, so people come in again.

    In the article is a list of the effect that all these things have.

    This is not complicated. Maybe is making a neighborhood connection enough. ( I prefer that the neighbor is a city with name, and not a tile that isn't touched yet. Just give your neighbor a name an leave again.)

    Can you imagine New York without a single park and a museum? See it maybe like that, when your city gets bigger, sometimes people want more and a house with work isn't enough, even if the taxes are low

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    I have no data to support this, but in my own experience, planting God mode trees in a lot to develop always seems to work against me. Sims seem not interested in dwelling lots occupied by trees once residential demand nears its cap. You'd be probably better off adding parks and community gardens and cutting down the trees. 

    The avenues in your first and last picture are screaming for commercial development, they must be quite heavily ridden roads. And with commercial development, residents will come.

    EDIT: I had to cut my post earlier because my boss was literally behind me asking for something earlier today while writing the post... *:P

    I observe you have a lot of skyscrapers already, and I guess most of them are Landmarks with commercial jobs. Even though doing this helps you getting skyscrapers fast, doing this tends to have nasty effects on long-term demand. Jobs in these skyscrapers are mostly CS-§§ and CO-§§ and CO-§§§, this is, high-education jobs that require educated §§ and §§§ workers. In order for your city to support those, you need first a lot of previous § residential demand, which is created basically with dirty industry and lower quality commercial jobs. I know it hurts, but I'd also consider tearing down some of these skyscrapers with jobs and zoning traditional style commercial and, above all, industrial.

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    6 hours ago, Duco said:

    When you build a city and zoning houses, people will go and live there. Lets say every house has 1 people.

    You zone 10 houses, so 10 people will come

    You zone 20 houses, so 20 people will come

    you zone 30 houses and nobody comes anymore. You hit a 'cap' (read: capacity)

    The reason nobody comes is because a house isn't enough anymore. People want a house and a park, a house and a plaza, a house and a connection to another city. A house and something else. 

    That something else: a park, a Landmark, a connection, will break the cap, so people come in again.

    In the article is a list of the effect that all these things have.

    This is not complicated. Maybe is making a neighborhood connection enough. ( I prefer that the neighbor is a city with name, and not a tile that isn't touched yet. Just give your neighbor a name an leave again.)

    Can you imagine New York without a single park and a museum? See it maybe like that, when your city gets bigger, sometimes people want more and a house with work isn't enough, even if the taxes are low

    Okay.. now explain it to me like I'm 5...

     

     

    No just kidding. Thank you!

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    Show us your census. That may offer some clues.

    BTW, Did you plop any buildings that have residential capacity? Plopped residential is a known poison.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    Which census would that be? This??

    I lowered the residential tax from 9% to 8% and ran the game for 2 years.. The population did rise by 2000 but the development was in already developed areas..

    Census1.png

    Census2.png

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    Try lowering further. There is a "neutral" tax rate that will not affect growth, and this neutral tax rate does get lower the bigger your city gets.

    Then again, I must confess that your demand bars looks pretty unrealistic to me - all bars nearly full at the same time? Are you using demand mods and/or cheats? It's your choice, of course - I'm only bringing this up because playing with demand mods and/or cheats alters the game to a point where "normal" behaviour can not always be assumed and methods that would work normally are not always successful.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    To really see and know what's going on in your city (and determine if you reached CAPs) you might wanna take a look at thís building. It's a reward, once it's unlocked, you can plop it:

    https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2385

    If you're not already a member over at SC4Devotion, you'll have to create an account (obviously), but be aware, there are 2 (two) passwords necessary, one for the forum, and a second one for the LEX, the exchange.

    As for the Neutral Tax Rate @T Wrecksmentioned, here's a link. The list is a little down in this thread. May be this will help you!

    Kind regards!

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    5bc86c6fbd836_taxes-x-happinesssc4.jpg.1d5f0ec4f25f8ed5cd7dba5f402adbd1.jpgTHIS IS NOT TRUE, THIS IS FROM THE SIMS

    *:???:


      Edited by Duco  

    not true, wrong post
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     I have always been leery of extreme demand mods because they essentially bypass game mechanics, and sometimes the game reacts adversely when this happens. 

    Normally, if you had hit one of the demand caps, your demand would have zeroed out.  But an extreme demand mod could mask this.  You really need the Census Repository alluded to be @jeffryfisher, and linked to by @markussaage

    Something else to check is desirability.  Go to Data View and click on desirability in the Residential-zoned areas that aren't growing.  If desirability is low in these areas, nothing is likely to grow.

    The fact that Mayor Rating is in the red is another red flag (pun intended).  Since Mayor Rating only comes from Residential Sims, so much red could point to any number of bad things going on that they don't like, most of which also affect desirability.

    The bottom line is that there are any number of different factors, or combinations of factors that might be causing this problem, and all must be investigated.

    @Duco, where did you get this graph?  I don't think it came from SC4.  There is no happiness factor or rating in SC4.

     

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    Yeah I am using the Plopmatic for the demand and extra cash as I often like to lay all the ground work and landmarks in advance and fill in the zoning from there. Need the extra cash to build all this from the start and the demand so that all of the plopables with jobs don't instantly abandon. I usually do this with the large cities in my region but not the surrounding medium and small cities to try and bring a bit of normalcy to the region. This NYC city has too much commercial for the number of residents so in the surrounding cities I will focus on R and I zoning almost exclusively. 

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    7 hours ago, twalsh102 said:

    @Duco, where did you get this graph?  I don't think it came from SC4.  There is no happiness factor or rating in SC4.

    I think your right. *:???:......... I thought I picked this up from a video with a link, several years ago. Saw this topic, remembered the picture and thought 1+1=2

    Because of your comment I went googling and came to this.

    Now I think that I mixed up. It must be wrong. It looks this is The Sims 4...*:party:

    Thank You for the attention in how I have fooled myself several years and sorry for the mistake. I have edit the post.

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    Okay I am not entirely sure how to read this but this is what the Chamber of Commerce query says... (also notice that residential buildings are growing in place of the destroyed ones where I plopped the Chamber lot, but still not in the original problem areas. Maybe it is the trees? The desirability map shows bright green all around.

    Census3.png

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    I don't see anything that jumps out from that data other than there appears to be more than enough jobs. 

    You might try to dezone and rezone the areas again, planting some trees on top of the lots.  Then, if you have any where you'd like more parks, or on the fringes of the city, plop a dozen or so 3x3 parks.   Then play the waiting game for a while, letting the simulator run on normal speed (aka Turtle) for couple simulator years.

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    Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

    Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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    Nope, your CAPs are good. Only farming reached it's CAP, no more farms will be build in your city at this stage.
    What about dirt in your city meaning air pollution, water pollution and garbage? That might be a factor that nothing's been build despite the high demands. Did you check those factors?
    How many parks are in you city? Did you try to build some parks in a residential developed area, and then let the game run on cheetah speed for a while to see if somethind happens?

    Kind regards!

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