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City-building game(s)

Found 2 results

  1. Idea Suggestion: More Wealth Levels

    I have been thinking about this for a long time and have discussed this a little here but more elsewhere. Why stick to just 3 wealth levels? Even the new SimCity has homeless sims and Cities XL has 4 wealth levels. In the United States, there are 6 distinct wealth levels divided into the 5 quintilles plus the top 1%. The bottom quintille lives at or below poverty level and does not pay income tax. In the game, these could be represented as the homeless, squatters, people living in public housing, and also a small amount in the least desirable (and least expensive) housing. The second quintille is "working poor." They are above poverty but are only one missed check away from poverty. These would correspond to R$ in SimCity francise or Cities XL (R$ in City Life looks more like bottom quintille). The third quintille is the middle class (or lower-middle class). They are skilled, educated, and/or qualified workers. They typically are the most common workers in the desirable businesses. The fourth quintille is the upper-middle class or lower-upper class. These are your millionaires. They work in management positions (and sometimes as typical workers in your wealthiest, most high-tech businesses). The fifth quintille, minus the top 1% (so the top 80-99%) would be your billionaires and multimillionaires. They have the highest taxable income but also make income that the city cannot tax. These are your executives, successful politicians, and typical celebrities. They are only hired in medium or high density, high wealth or high tech businesses in small amounts. You would need a certain amount of these people before you can get the big money moving in. The top 1% (which deserves a point of its own because the top 1% earners have at least as much money as the next 20% combined) would be your multibillionaires. In BoomTown, they would be Keystone Elite Residential, with special conditions for unlocking. I would say that a reasonable unlock would be have regional upper class workers (multimillionaires) as exceeding population of 10,000 to 30,000, and there to be at least 1 free job available for them (which would only be available in high density CO$$$ and fully upgraded headquarters (except maybe lumber or mining)), and the zone/empty lot can only be placed in an area that is already desirable for that (multimillionaire, which is right below keystone elite, top 1%) wealth level. If they move into a lot, they will raise the land value for the whole neighborhood (so it doesn't instantly abandon if it barely meets the requirements). What do you think? --Ocram
  2. Hi all Like the title says, I've always wanted to make my cities diverse, with both upper-class hoods and poor sector and middle class suburb paradise, but as soon as I provide them with education they all upgrade their houses into middle class, or even giant spawling mansions! Yes I know for the poor neighborhood I could have just made them illiterate, got rid of all education facilities but that's not how I want And then when I try to make an upper-class neighborhood, even after I've plopped schools/health facilities/parks... and boosted desirability to its peek there are still slums and bunk houses show up and ruin the whole area! I know this could be a silly question, and of course I'm not a class-ist or anything , but is there anyway to control or tell the sims where to build their houses properly ? All advices are much appreciated . Thanks!

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