Ten Silent Killers of SimCity 4 Commercial Growth
Ten Silent Killers of SimCity 4 Commercial Growth
"If you're trying to create a company, it's like baking a cake.
You have to have all the ingredients in the right proportion."
— Elon Musk
Reminiscing ... two city regions back, in early 2018, my San Francisco region was pushing forward with regional population of 647k.
I developed one of my big city tiles, Castro Valley, San Francisco, using vanilla SimCity 4 Rush Hour (no mods), to a city population of 345k, as at simdate 11th June'89. It had a monthly income of §107,067, and a monthly expenses of §89,519, leaving me with more money than I could poke a stick at. Seven Marinas dotted the coastline, and I even plopped the Cruise Ship Port, which is basically expensive eye-candy, just for kicks and giggles. My City Beautification budget alone was §4,135 per month, though I didn't have any large landmark buildings.
Much of my economic gameplay back then was subconscious, mostly based on the idea that, if I look after my sims, they'll look after me. Here's six things that I was starting to consciously understand:
- I'd learned of the huge economic power of Neighbour Connections, and Castro Valley was uniquely placed in having both bayside water ways, and 9 neighbouring land city tiles. As it was, I'd only developed 5 out of the 9 neighbouring city tiles with Neighbour Connections (silly me), before I moved on to developing my next region, Boston.
- I'd also learned that the primary driver of commercial growth was high traffic volume on adjacent roads.
- I'd learned that dirty industry (I-D) will develop very quickly at 9% tax rate, and that existing dirty industry factories will even remain in place at 20% tax rate!
- I was learning about creating highway corridors and interchanges between neighbourhoods, to funnel C$$$ traffic flows.
- I was learning how to harness that highway and intercity traffic as the basis for high wealth C$$$ commercial office growth, even at 9.0% tax rate!
- I was just starting to learn about demand caps, and I used Army Base, Airport and Sea Port to help lift those caps.
- I'd learned better how to manage crime, which will be the subject of a separate post in this city journal one day.
There was, however, one little commercial pocket of Castro Valley that was really not doing well. My very busy financial advisor, Monique Diamond, had been out to chat with the owners (and ex-owners) of those businesses, to find out what was wrong, but I didn't have the business acumen back then, to really understand what she was telling me. Here's what she found out:
That didn't make any sense to me, at the time. High Customers, AND "Abandoned due to low demand". What does that even mean? I wrote off that little mysterious corner of my city and focused on developing other areas.
Here's a picture of the area surrounding Bennett Music Corp, and expert players among you will pick some immediate problems at a glance:
-
Exactly how much dirty industry is right next door?
-
That corridor of trees is very nice for reducing air pollution, but you've gone and zoned commercial right near some landfill!!! Do you even know how much sims hate being near landfill? —No, at the time, I really didn't understand NIMBY.

-
Where are your plazas? Have you even got any plazas? —Ummmm, ooops, I really didn't understand YIMBY properly, either!
I figured I'd put in the plazas AFTER those businesses took off. Bad idea!
Going back to that /,click query dialog, High Customers is not actually customers walking through the door. It's a measure of adjacent traffic volume, in a 2 tile radius of each commercial lot. This is one vital key to successful commercial growth, and this area had in it spades. I literally designed the traffic systems to funnel traffic this way. I was already good at that. Check out this same Bennett Music Corp screenshot in traffic view.
However, this little commercial zoned area is actually sitting a short walk away from my industrial precinct, full to the brim with dirty industry (I-D), what I affectionately referred to as, "The valley of Mordor" (LOTR reference). The air pollution was so bad that my Mass Transit stations had stalls selling gas masks, to all who dared to enter.
Here's the same screenshot in Air Pollution view.
Notice the Trees DO make a big difference, but it's gonna take a LOT more trees than that! I'd planted the trees with the hope that they'd keep the stink from the landfill away, but Trees don't actually help with landfill stench!
"Please keep the front door of the shop closed today, Mabel.
The wind direction will shift to northerlies mid-morning, and we really don't need that stink in the shop."
In hindsight, I should have planted a wide north-south swathe of trees between my dirty industry (I-D) and my commercial C$$, not east-west alongside the landfill zone.
And here's one other silent killer, perhaps the worst of them all. See below, the same screenshot in Water Pollution view:
In place of landfill to the north, I really should have had a Water Treatment Plant, in close proximity to the dirty industry (I-D) and commercial C$$ zonings. My one and only Water Treatment Plant, was far, far away, in an idyllic mountain valley near some manufacturing (I-M) zones. It certainly did some good there, and improved overall quality of the city water, but it would have done much more good located near the dirty industry (I-D), and near this little ailing strip of commercial C$$. The rest of Castro Valley succeeded in large part simply due to distance from this very, very dirty, "valley of Mordor".
Smaller 1x1, 1x2, 1x3 and 2x2 low wealth C$ commercial lots are much more resilient around these problems, but even those have trouble handling high water pollution levels.
While commercial zonings, residential zonings, and water pumps, really don't tolerate water pollution at all, here's some SimCity 4 buildings that don't mind air pollution, water pollution, or landfill:
- Dirty industry (I-D)
- Airports and Sea Ports
- Army Base, Federal Prison, and Missile Range
- Convention Centre and Stadiums
- Power Plants and Water Treatment Plants
- Police Stations and Fire Stations
Going back to the pretty side of Castro Valley, here's a picture of healthy air pollution in C$$$ commercial districts, light yellow, and centred on the roads. I even refer to this as "liquid gold", and I sometimes use my Air Pollution view to get an alternative perspective on where the heaviest concentrations of this bright yellow road pollution is, as a where to guide of the best places for my C$$$ commercial districts. This kind of "Medium" air pollution doesn't prevent business at all, and can be a very useful pointer to the most prosperous zones on the map.
Incidentally, this light road pollution can get out of control given the higher traffic volumes using the NAM, so the Clean Air Act in the City Ordinances section of your Expense Budget is absolutely essential to milking these C$$$ high traffic opportunities.
Going back to Monique Diamond's /,click report on Bennett Music Corp's business woes, here's a breakdown of what it means:
-
Current Jobs – This is a measure of prosperity, with 0 representing actual workers and 46 representing maximum possible workers for that type of building. Note that not all workers are sim employees, see comments below for further details on that!
- Wealth – This is simply the category of the business C$, C$$ or C$$$.
- Land Value – Basic report on nearby YIMBY landmark effects, subtracting NIMBY ones, too.
- Powered and Watered – Very little business happens without these!
- Pollution – A warning to take a look in your Water Pollution and Air Pollution views. Some air pollution is tolerable, but water pollution is not tolerable at all.
- Garbage – This should always be Low.
- Crime – This is really bad for business, too, predictably enough.
- Customers – A very rough guide to traffic volumes of adjacent roads in a 2 tile radius of the commercial lot.
These are the ten silent killers of C$$$ commercial wealth in a nutshell:
- Low traffic in the 2 tile radius of the commercial lot.
- Lack of Neighbour Connections to developed city tiles.
- Population with low education levels (EQ).
- Proximity to NIMBY zones, most notably Landfill, but Federal Prison, Toxic Waste Dump, Missile Range or Area 5.1 Top Secret will do nasty things to local business prosperity, too.
- Proximity to crime zones, of which farms, high density industry, University, Airport, Army Base, Country Club and similar large lots are known to be common areas of more crime, and proximity to a Police Station is a driver for less crime.
- Lack of plazas and other plops with high landmark YIMBY value.
- Lack of bus stops and subway stations. These have a high density YIMBY effect in a small walking distance radius, which is entirely separate to that of landmark YIMBY plops.
- Recurring power outages or water scarcity.
- High air pollution levels.
- Any water pollution at all.
Here's a related post of mine on C$$$ financial gameplay, if this is part of the game you want to really master.
-
14


11 Comments
Recommended Comments
Sign In or register to comment...
To comment in reply, you must be a community member
Sign In
Already have an account? Sign in here.
Sign In NowCreate an Account
Sign up to join our friendly community. It's easy!
Register a New Account