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Pasta-power

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About Pasta-power

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  1. (possible) Demand Cap Problems

    The only reason my upper-class residential tax rate is so low, is due to R$$$ demand not wanting to stay positive. I've read on the omnibus that negative demand should be "avoided like the plague". Before, my lowered tax rates were about 2-3% or higher, but because my demand chart is being so stubborn with R$$$ and CO$$$, this is sort of a desperate move on my part. I am not, nor have I ever gone for a city with only one wealth type, and most likely never will. You are probably thinking that I should just educate my sims better or something instead of just not taxing the rich, but I have a set of priorities in this order: 1: Do complete overhaul of the zones in Sundeskia. One of the earlier posters said that I should have a bunch of small areas of multiple zone types, instead of a couple large ones. 2: Demolish any education/health buildings, and move them to the new residential districts 3: (Attempt to) fix any dilapidation that has occurred in the overhaul process. 4: Fix remaining issues with Sundeskia. 5: Develop Sundeskia until it's population peaks. 6: Found new cities, develop them and then make neighbor connections to pop San Clerancio's current demand cap and Sundeskia's future demand cap. So yeah, this is gonna take a while.
  2. (possible) Demand Cap Problems

    Well, I prefer not to play with mods very much, which is why I only have the NAM and TSCT installed. San Clerancio actually has just about every building, as far as demand cap relief goes. It has both stadiums (with open paved areas spammed around them), the convention centre, radio station, (possibly) the TV studio, an airport and maybe a few other buildings. So cap buster buildings is out of the question. I have my rich sims taxed at around 10% (may have been reduced by now) so that they stay a minority in the workforce and don't become unemployed. Take a look at the tax chart for San Clerancio and Sundeskia, note that San Clerancio is the main problem, and Sundeskia doesn't really seem to have demand cap issues: San Clerancio's taxes: Sundeskia's taxes and demand: In case you were wondering, I had in fact reduced the taxes for the upper class in both cities since the OP. Strangely enough, despite Sundeskia having 0% tax on the rich Sims, and reduced tax on CO$$$, the demand remains negative. All taxes in both cities are pretty much either neutral (9%) or lower, except for the unwanted ones like ID and IM. Zone fragmentation sounds like a great idea, so I will experiment with that and see if it works, although San Clerancio's downtown core seems to have proper commercial fragmentation. Desirability shouldn't be a problem, as on the data views map, both cities will show nearly entirely green in all categories. In query, there's usually one or two desirability factors that aren't ideal though at least in Sundeskia. Very small sections of residential (in Sundeskia) don't have school and/or health coverage, but the location itself remains overall desirable. My residents are also exposed to high traffic volume, but from my past experience with SC4, that barely affects larger cities with access to most services. There are crime hotspots throughout both cities that appear in very specific buildings and jump from place to place constantly, but crime is generally under control. If you want, I could post a picture. The grid layout seems to work fine for me, and is efficient enough, and I'm not changing it (way too much work), but I'll experiment more with future cities and try using a non-repetitive road network, though I'm not using yours, practicality over aesthetics isn't my thing in this game. The problem I have the most, is that roads seem to clog with very large cities, so I'm forced to rely on avenues as the main roads, but I'll see what I can do. The problem with that "snubbed" demand is that it is so obscenely large that it is pretty much impossible to satisfy at this point, and the fact that lesser-demanded buildings will develop instead of higher-demanded ones, middle-class residents over lower-class in this case. Due to my cities' perfect desirability, and awkward demand, it's becoming challenging for me to control what wealth of a given zone type develops in any location. I'm pretty tired today and the installation looks complicated, so maybe I will install the fix later. Yes, I've known avenues are uni-directional for a long time, but they don't seem to be a problem anywhere other than at the edge of a city. Yes, I have read that chart before elsewhere on Simtropolis, hence the residential wealth distribution in my cities. Most of my job development in both cities is generally lots of CO $$-$$$, mostly (I think) CS$$-$$$, and some I-HT in the corner of town with very little I-M in areas undesirable to I-HT. Jeez, this reply was tiring to write... Not to be rude or anything, but would you guys mind condensing your replies more? Sorry, but I don't quite agree here. R$ demand will drop because of the lack of jobs, not because of the lower percentage of low-paid jobs in high-wealth buildings. It's the players who don't want R$, CS$$ (and particularly) CS$ and any industrial (other than I-HT), not the game mechanics. They simply don't zone for R$, CS$$ and CS$, and they ignore any high demand for these deevlopment types. You do realize you can't zone for wealth right? Only density. EDIT: Wait wait what? CS $$ and CO$$ employ upper-class sims? What the heck? Maybe that explains my lack of CO$$$ demand... I'm starting to get the feeling it has to do with my EQ being too low...
  3. Hey there, I really love your remix project. How come you haven't updated it in so long?

  4. Love and respect animals more than humans eh? Spoiler alert: Humans ARE animals! This of course, means you respect humans more than humans, which is a paradox.

  5. (possible) Demand Cap Problems

    Yes, but higher wealth jobs don't all accept $$ or $$$ sims, and I'm pretty sure jobs like CO$$$ need at least 40% or so of poor sims. Sundeskia's current EQ is about 130 btw, my demand for $ sims is maxed out, and demand for $$ sims is ever-so-slightly lower. But i'm getting mostly $$ development it would seem.
  6. (possible) Demand Cap Problems

    Wait, so is it the lower class that comprises most of a SimCity's workforce, or the middle class? Also, how exactly does building replacement work? Thanks, ill try that and see if it works.
  7. (possible) Demand Cap Problems

    Yes, creating more neighbor cities is generally what I had in mind, I guess cities with 80k+ population really need a lot of neighbor support lol. Do neighbor connections to SimNation convert to city connections when you develop the tile it's connected to, or do they stay the same and have to be replaced? I would like to develop Sundeskia more before I create more neighboring cities to San Clerancio though, which brings up another problem... Sundeskia has some issues with houses becoming dilapidated to lower wealth levels, as well as offices. Whats odd is that high wealth offices are becoming medium-wealth presumably due to a lack of rich workers, yet the mansions are the same. Both have somewhat positive demand, and ramping up desirability doesn't seem to be working. You would assume that one of them would stop being dilapidated due to workers/jobs becoming available... San Clerancio also has this problem I believe, but it's much less severe. Any ideas on how to fix this before I create more neighbors?
  8. (possible) Demand Cap Problems

    Take a look at these two sets of graphs, the unchecked boxes for the jobs graphs represent jobs that there is none of. I am well aware of the 2:1 rule. San Clerancio graphs: Sundeskia graphs: Note how the position of all the jobs on the graph is roughly half that of the residents, although they might total much more than that, considering there are more types of jobs than residents. I also noticed upon uploading to imgur that CO$$$ is higher on the graph than even the middle class (most populous resident type). I have been roughly keeping to the 2:1 rule, and i'm also aware of the whole "few executives, army of receptionists, bunch of janitors" thing. Thats why most residents are middle class, a bit less are poor, and a minority are rich (how it works irl). You should know that you can't actually zone for wealth. I also have the rich residents taxed slightly more than everyone else (about 10%) to even out the wealth distribution. The reason my industrial demand is wonky is because I have IM and ID taxed at 20%, my industry is almost entirely High-Tech. Why have the middle and lower class working at dirty, planet-killing factories when you can have them work at 100% clean, state-of-the-art facilities along with the rich instead? Despute my road networks following an identical pattern, it isn't all laid out from the start, I expand as I go. Highways are an exception though, If I already have a highway connection, then I lay it down at the start. Mass transit is built as needed. San Clerancio has LOADS of recreation! If you take a close look at one of the screenies, you'll find I've spammed large parks in the HT district to reduce pollution and retain HT desirability. Sundeskia has a couple parks, but not too much, since its only a relatively small city. I also have large plazas in both cities' industrial districts to ramp up HT desirability. Furthermore, in San Clerancio, both stadiums are surrounded by open paved areas for an aesthetic quality, as I did for the city hall in one of the cities. Oh, and despite having LOADS of CO$$$ jobs in San Clerancio, some mansions are dilapiated and becoming $$ or $. It shouldn't be commute time, because the road and transit network's in that city have almost zero congestion, and work near flawlessly for commuting long distances across town.
  9. Alright, so I've recently started playing SC4D after many years. I reinstalled the game, got the patches and NAM, yadayadayada and now both of the two cities in my region seem to have hit a roadblock. I also have some minor, but tricky problems with commute times and building abandonment, but i'll most likely save that for another thread. I'm not sure if you're actually allowed to edit a threads title and topic of discussion to condense content into the same thread or not. The Demand Cap (Stagnation) Alright so, i'm not 100% sure if this is ACTUALLY a demand cap i've run into here, but i'm fairly certain. This problem seems to be occuring in both cities, San Clerancio, which is the biggest city, and Sundeskia, the smaller one. Here are a couple of pictures demonstrating whats happening with San Clerancio: As you can see, while the residential sector is doing fine with plenty of high-rises, the commercial sector is mostly still medium-density buildings, yet its zoned as high-density. The problem here is that both are not replacing any buildings with higher-density ones, especially the commercial district, hence why I think this is a demand cap issue. Whats quite odd about this though, is you can clearly see that I have an airport, a neighboring city (see beginning of post), and a hefty number of neighbor connections. Despite all this, I'm not getting further development, which is why i'm not 100% sure if this truly is a problem with demand caps. Anyways, on to Sundeskia! Sundeskia is the neighboring city to San Clerancio, and was built partially to help relieve the demand cap for San Clerancio and feed demand to and from San Clerancio. While Sundeskia doesn't have many problems developing higher-density buildings over previous ones, you may have noticed something in one of the pictures. Yup, that one residential zone has been sitting there for many in-game years, but hasn't sprouted a single building. I don't think this is a demand cap issue, or at least less so, but it's still a problem. Here is the whole region map by the way, just so you folks can see the big picture: So theres my problem with the demand cap, hopefully you guys can come up with a solution.
  10. Minecraft

    I don't ever use the snapshots, but without them, the updates would not come out as frequently. They are mainly released for debugging tbh.
  11. SC4 Skyscraper issue?

    No, it is impossible actually. Look at his video, it is characterizing his game is the deluxe, not the original SC4 without Rush Hour. I didn't know it was impossible in simcity4 without rush hour... Good thing I play deluxe!
  12. This is Hell's Kitchen! Death Valley, California.

    I noticed the title on the stex list says: "This is hell..." lol!  
  13. They do not, you must be new to SimCity 4.
  14. I don't use the NAM because A: I now prefer pure vanilla gameplay, B: I have seen players make $$$ scraper cities without mods, and C: I have played for more than two years now, maybe more.
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