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Hello again fellow Mayors & Mayoresses.

I started a city tile just to play around with the NWM/NAM when I noticed the condition of the three CS$ units below:

CS-Deprec.jpg

 

Are they depreciating/on the way to abandonment?  If so, why please?  I realise that the pollution is high but they don't care about that. Is it because there isn't enough workers employed there?

 

RCI-Demand.jpg

Also, this leads me to something related that's been on my mind...if a R$$/R$$$/CS$$/CS$$$ depreciates down to $/$$ can they recover back to their original state if the conditions are corrected and met or do they stay at their depreciated condition/value for ever more?

Many thanks in advance peeps *:D

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8 hours ago, mangojuice said:

I started a city tile just to play around with the NWM/NAM when I noticed the condition of the three CS$ units below:

CS-Deprec.jpg

Are they depreciating/on the way to abandonment?  If so, why please?  I realise that the pollution is high but they don't care about that. Is it because there isn't enough workers employed there?

In your Small Shops query dialog, it lists Customers as High which is a measure of adjacent road traffic.  That's super important and a sign that it's a good location for business, on the assumption that some percentage of passing traffic will buy something from the shop on their way home from work.

More importantly, the query dialog lists Current Jobs as 48/52.  That indicates the business is prosperous, at 92% of the earnings that a Small Shops business of this type can earn.  The grey walls are probably just the way that particular building is meant to look.  If it's getting dilapidated, it will look like it has dirt, soot, or burn marks on it.  If you don't like the way the building looks, you can bulldoze it.  A new CS$ building will grow very easily in most circumstances.

CS$ is moderately tolerant of pollution.  In my experience, only R$, I-M and I-D tolerate more pollution than CS$.  See link below for a tutorial that looks into pollution and other impacts on commercial prosperity, if you're interested to understand this more deeply.  The tutorial also talks through the impact of pollution if you're wanting to grow C$$ and C$$$ buildings.

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    Thank you Naomi57, I will take a look at that now *:)

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    On 4/7/2021 at 11:08 AM, mangojuice said:

    Also, this leads me to something related that's been on my mind...if a R$$/R$$$/CS$$/CS$$$ depreciates down to $/$$ can they recover back to their original state if the conditions are corrected and met or do they stay at their depreciated condition/value for ever more?

    I'm thinking once depleted then they will stay depleted forever, correct?

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    4 hours ago, mangojuice said:
    On 07/04/2021 at 1:08 PM, mangojuice said:

    Also, this leads me to something related that's been on my mind...if a R$$/R$$$/CS$$/CS$$$ depreciates down to $/$$ can they recover back to their original state if the conditions are corrected and met or do they stay at their depreciated condition/value for ever more?

    I'm thinking once depleted then they will stay depleted forever, correct?

    Once an R$$$ dilapidates to R$$, or R$$ dilapidates to R$, they can recover, but that's a rare event.  It works similarly with commercial that dilapidates to a lower wealth level.  It's not necessarily a bad thing, depending on whether you like the dilapidated look or not.  I find many R$$$ medium density buildings quite charming when they dilapidate to R$$, but not the others.

    If you spot a building discolouring, and it's prosperity declining as measured by it's Current Jobs, or it's Current Occupancy for residential, there's several things you can do before it falls down to the next wealth level:

    1. Improve desirability through Landmark Effect for commercial, or Park Effect for residential and high-tech.  Plazas tend to deliver medium Landmark Effect and low-level Park Effect.  Parks tend to deliver high Park Effect and low-level Landmark Effect.
       
    2. Improve commute routes for employees of the appropriate mix of education and wealth level, check with the Route Query tool.  This can involve a combination of road/highway and mass transit, with a focus on identifying where employees live, and where residents work, and making their commute faster.  The two biggest issues tend to be traffic congestion and directness of the commute.
       
    3. Lower pollution by removing pollution sources, planting trees, or plopping a Water Treatment Plant.  This one is particularly important for high-tech, which is the sector most sensitive to pollution.
       
    4. Use the Transient Aura Effect by planting trees nearby, or plopping something nearby (such as a bus stop), to temporarily deliver a desirability boost.  This provides you several extra game months to find a more permanent solution.

    It's quite common that I'll save game before a building dilapidates, or I'll go back to the previous save point, and I'll try various scenarios to cure the problems causing dilapidation, experimenting till I find a combination of factors that works.

    Once a building is abandoned and becomes vacant (it turns black), it's always the best thing to bulldoze it.

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