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Hi Guys,

I did some searching and I was wondering, have any of you used ploppable residential buildings?

I have a city where I need to add many low-wealth sims. Unfortunately, the game wants to add medium-wealth $$ sims who then have long commutes. This is despite having a large $ residential demand and a small to negative, but fluctuating, $$ demand. I've had some success with specific zoning, and when I can get large 4x4 low-wealth residential to grow, I mark them as historic. Despite my efforts, this specific issue prevents me from growing this city as large as I'd wish. Also, the city has no demand in anything besides a small demand in $$ commercial office and what was mentioned previously. Everything else has very negative demand.

Can anyone offer me a few strategies that I might have not thought of, or even point me in the direction of ploppable, large low- wealth $ residential buildings?

Thanks guys.


BlueCloud

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48 minutes ago, BlueCloud said:

Hi Guys,

I did some searching and I was wondering, have any of you used ploppable residential buildings?

I have a city where I need to add many low-wealth sims. Unfortunately, the game wants to add medium-wealth $$ sims who then have long commutes. This is despite having a large $ residential demand and a small to negative, but fluctuating, $$ demand. I've had some success with specific zoning, and when I can get large 4x4 low-wealth residential to grow, I mark them as historic. Despite my efforts, this specific issue prevents me from growing this city as large as I'd wish. Also, the city has no demand in anything besides a small demand in $$ commercial office and what was mentioned previously. Everything else has very negative demand.

Can anyone offer me a few strategies that I might have not thought of, or even point me in the direction of ploppable, large low- wealth $ residential buildings?

Thanks guys.

Why not make R$$ and R$$$ tax super high (20%) and lower the R$ (if you can, 0%)? Don't forget to set the C$ and I-R or I-D tax down. This should encourage R$. Personally, I have built a city with high-density R$ using this technique, watering of course, and the Census Repository for CAP relief.

Thanks.

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Generally plopped residentials don't work, they just abandon because the sims can't leave the building. However, @The British Sausage described a method to plop residential in one of his early posts in his CJ. It seemed to work although how well and for how long I don't know. Might could ask him about it.

Another method was described by @Naomi57 in one of her many, many CJ's of plopping a landfill in the middle of where she wanted a R$ neighborhood. She also mentioned using the army base to encourage R$.

One could also use Simgoober's NIMBY commercials to make the land value less enticing.

I've found it best to not use parks, trees, water, or anything that makes the land value desirable. If you do mess with taxes, be careful raising them as that could cause the R$$ and R$$$ to abandon. Only plop a police and fire station, no education or health.

Using @CorinaMarie NKO mod will prevent the medium and high wealth from upgrading your R$ neighborhoods.

 

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5 hours ago, zzsteven said:

Another method was described by @Naomi57 in one of her many, many CJ's of plopping a landfill in the middle of where she wanted a R$ neighborhood. She also mentioned using the army base to encourage R$.

The Army Base has an indirect effect.  The Army Base increases demand for Manufacturing.  If you zone for industry near where you are planning to put your R$ neighbourhoods, the manufacturing jobs encourage demand for R$ residential, and the manufacturing jobs continue to maintain employment levels so that the R$ residents stay.

Having a few factories around tends to discourage the rich R$$$ sims, too.  *;)

In this tutorial, @CorinaMarie very clearly describes the steps to make a highrise R$ tenement grow where you want it to.  Later in that same thread, I use the same techniques on a larger scale, with large scale mass transport in a growing city, to make 7 high rise R$ tenements grow where I wanted them to.

https://community.simtropolis.com/forums/topic/757812-selective-residential-revamping/

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7 hours ago, zzsteven said:

Generally plopped residentials don't work, they just abandon because the sims can't leave the building. However, @The British Sausage described a method to plop residential in one of his early posts in his CJ. It seemed to work although how well and for how long I don't know. Might could ask him about it.

This method works as long as there is a residential building of similar lot size and wealth type, then you plop the desired residential building of choice (with similar lot size and wealth type) and this will work as long as there is demand and desirability. Be warned though- if desirability dips then this building will become permanently abandoned, furthermore plopped residential will not send workers to commercial and industrial buildings. Aside from that, the building will never go abandoned.

But this is the best method of creating suburbs exactly as you wish- instead of waiting for the simulation to produce the right building, which is highly frustrating and very maddening as it results in endless cycles of destroying a building and waiting for new development.

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16 hours ago, BlueCloud said:

have any of you used ploppable residential buildings?

Plopping residential is ruined by a known program bug. Very sad, don't do it. Find a work-around (adjust taxes, zone res near ugly industrial areas, develop neighbors with connections etc)

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17 hours ago, chfzdn said:

Why not make R$$ and R$$$ tax super high (20%) and lower the R$ (if you can, 0%)? Don't forget to set the C$ and I-R or I-D tax down. This should encourage R$. Personally, I have built a city with high-density R$ using this technique, watering of course, and the Census Repository for CAP relief.

Thanks.

Oh I forgot, he is talking about ploppable residential. Sorry about that. There is an app you can use to do so:

Thanks.

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49 minutes ago, chfzdn said:

There is an app you can use to do so:

Well, yes and no. Technically, that program can flag plopped residentials as growable, but there are other aspects which are yet to be figured out so those will also abandon if there is any dip in desirability.

It's a work in progress. *;)

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9 hours ago, CorinaMarie said:

Well, yes and no. Technically, that program can flag plopped residentials as growable, but there are other aspects which are yet to be figured out so those will also abandon if there is any dip in desirability.

It's a work in progress. *;)

Of course it's not simple as that. You need to consider factors. But, if you fulfilled the factors, you can use the app.

Thanks.

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    Thanks for all the suggestions guys. I greatly appreciate it. Since there aren't any plobbable residential buildings that would fix my issue like a magic wand, I've decided on a strategy within the game's parameters. I'm going to consolidate some of the loose hanging zones and centralize them better while demolishing and replacing middle class buildings with long commutes with 4x4 zoned low-wealth residential units. We'll see how it goes.

     

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    BlueCloud

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