Breezy Point Industrial Precinct: Airport Tunnel, Zoning and Pollution Management
Breezy Point Industrial Precinct: Airport Tunnel, Zoning and Pollution Management
Sigh. The environmental activists have been having their field day, which makes life for this city mayor a tad more frustrating. If only they knew that pollution management IS on my agenda. It needs to be on my agenda, because having a plan for balancing pollution and industry, with commerce and tourism, is essential to long-term economic planning. With my own lifetime measured in centuries, yes, I'm totally in here for the long haul!
But, I have other concerns to manage, too, traffic network primary among them, as I am in the business of creating jobs for my sims, not for the oompa-loompas. If their appropriate workplace is too far from their house, sims get depressed and become unemployed, and no one wants those No Job Zots all over the map! One of the keys to maximising distance they will travel to work is to have good roads, and high speed one way roads (OWR-2) and ground level highways (MHW) – even though these are just Maxis vanilla features – are awesome tools for providing them a fast, smooth and enjoyable commute to work within their home city tile, allowing them to travel further without getting depressed.
I'm even going to do an airport tunnel (vanilla MHW), not for access to the airport, but for swift access under the airport, to manufacturing jobs on the other side. Oh my sims are really gonna LOVE that!
Here's my plan, with the red numbers on the map correlating to the numbered points below. All my best traffic management, zoning, pollution management and tunnel secrets all in one place.
SPOILER WARNING: SimCity 4 gameplay tips ahead.
Explanations correlating to the red numbers on the screenshot:
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As I mentioned in my Thoughtful reflections on Oompa-Loompas post, back road access from my slums (R$) to the dirty industry (I-D) maximises employment in those factories. Sims only get depressed (No Job Zots) based on the speed of their morning commute. They don't mind taking the long way home in the evening, so one way roads (OWR-2) are ideal for getting them to work quickly, with minimum loss of traffic out of my commercial zones. You can see the edge of the slums (R$) at the top-right of the above screenshot, near the (1) mark that shows their back road access. I ran the simulator for 15 years to verify that the backroad (OWR-2) access, just barely does the trick for encouraging my NAM sims to be fully employed at the most distant dirty industry (I-D) lots at the bottom-right of the map. By the way, it's one of my advisors that called them "slums", not me! Sure, they don't have a high school or hospital yet, but it's coming. By the time the first generation of R$ kids grow up and start having children of their own, both high school and maternity ward in the hospital will be fully equipped.
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Hence, super-fast access to the manufacturing (I-M) zones on the other side of the "Commuter Airport" concerns me deeply, to ensure the oompa-loompas don't get in to steal the jobs from my sims. A Maxis ground highway tunnel (MHW) will make this a super-fast and enjoyable morning commute. The (2) marks the point for my airport tunnel entrance.
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The (3) marks the airport tunnel (MHW) exit, also surrounded by one-way roads (OWR-2) for fast RCI access to the many-many manufacturing zones (I-M). I'll post a comment in this same thread with full coverage (and instructions) on the airport tunnel construction. This will also serve high speed access to the Sea Port (10).
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Landfill. Can't live with it; certainly can't live without it! Landfill has huge NIMBY impacts on most aspects of the game, so I've zoned this next to my Wildlife Reserve, dirty industry (I-D), and my planned locations for the Small Municipal Airport, Waste to Energy Plant, and Federal Prison, all of which don't mind being right next to the landfill. Of course, no one actually works at the landfill, so maximum distance from the slums (R$) makes sense, too. As my slums (R$) mature in successive generations to have better education (EQ) levels, that low wealth residential area will slowly improve to provide social workers and prison wardens employed at the Federal Prison. Prison staff are also happy to commute further than factory workers will, curiously enough.
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Fast (OWR-2) access for more distant workers travelling through my commercial zone. There will be a few of those distant commuters, but I'm not sure how many. One way road (OWR-2) access will help maximise their number. This same set of one way roads (OWR-2) will improve police response to crimes at the airport, from the nearby Modern Police Station, by Mattb325 (my latest download). This police station has special features to overcome the crime bug affecting large plops. I always have police stations from the very start of my game, because one of the most effective ways to fight crime is to not let crime culture get a foothold in the first place.
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While I am waiting for the game to progress to the point where the airport will pay for itself (by providing commercial CAP relief), I will use that area for TEMP I-M zoning. Factory owners are forewarned that their tenancy is very temporary! Like, seriously, there's a great big sign promoting the upcoming building of the "Commuter Airport"!
The strip of trees planted just there will help lighten the air pollution, which even manufacturing zones (I-M) are not keen on.
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Breezy Point has POWER! That's a Natural Gas Power Plant already built, and two more 4x4 spaces ready for two more power plants just like it. Natural gas is less polluting than coal or oil, and I'm pretty sure it's less polluting than the rest of my dirty industry (I-D), hence the power plants are actually nearest to the commercial and residential zones. Less polluting is a relative term, however, which is another reason that entire area is low wealth (R$ and C$), and will remain low wealth throughout the game. Notice that the zones for the future POWER plants are in a lighter yellow (Medium Density Industrial) as opposed to the dark yellow (High Density Industrial). The demarcation of these different coloured zonings guarantee that I won't end up with industrial growables overlapping both zones, so that it will be a clean bulldoze when I eventually plop more 4x4 power stations in those spots. I've used the same technique to guarantee clean future plops in the 4x4 WASTE and JAIL sections. In the meantime, these Medium Density Industrial zones will grow dirty industry (I-D) factories just as well as the High Density Industrial. NOTE: The primary use of High Density Industrial is for large industrial parks, with internal access for freight and workers, whereas Medium Density Industrial is for street-side factories.
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The Water Treatment Plant won't be plopped until I am ready to start encouraging medium wealth commercial (C$$) in the upper left and upper-right portions of the screenshot. Proximity to R$ residential assists with employment at the plant, to avoid the oompa-loompa problem. Proximity to dirty industry (I-D) maximises effectiveness at reducing water pollution. YES, I've tested all this stuff out (over many happy years playing Rush Hour vanilla), to verify that this is how the game works! This is also a good use of a space that will always have high air pollution levels.
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More one way roads (OWR-2) to maximise fast RCI access, for maximum employment of factory worker sims in place of their oompa-loompa counterparts.
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Sea Port located close to my industrial precinct. Short freight trips seem to improve productivity for the factories, boosting employment and income, and the real-life Breezy Point being a peninsula, the one-and-only road neighbour connection is far, far away. Like airports, the SimCity sea ports don't mind pollution at all.
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For those freight trucks deciding to circle the airport, rather than use the tunnel, a combination of one way roads (OWR-2) and NWM 3-lane Asymmetrical Road (ARD-3) provides fastest possible freight routes. This is also one of the the long routes home for factory workers not using the airport tunnel.
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Another long route home exit from the industrial precinct. Sims don't seem to get depressed about the evening commute, like they do with the morning commute, but I still care about giving them a positive commuting experience in ALL of my cities!

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Another strip of trees, to protect upcoming high wealth commercial (C$$ & C$$$) and high tech industry (I-HT) from the debilitating effects of air pollution. The strip is 3 tiles wide, and I hope that's enough. I'll dezone the north end of the industrial precinct and plant more trees if I need to. I'll also invoke the Clean Air Act ordinance when I plop the airport, so that will help, too. That will be the point when I push my dirty industry (I-D) tax rate from 9% to 20%, which will be a very unhappy day for the factory bosses, but a happy day for Breezy Point's bright future!
Stay tuned in the comments below for the upcoming airport tunnel project!
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