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City-building game(s)

Found 7 results

  1. Mods used: NAM I-HT jobs fix Census repository No kickout lower wealth: I only installed this recently, the city grew to its current problematic state without it My city has 115k population, with two connected neighbors that have 80k and 20k each. For a while now I've been experiencing dilapidation in some of my residential and commercial buildings. Usually they downgrade in wealth, but sometimes they don't and they just flip between dirty and clean looking as their occupancy constantly fluctuates. I'm not sure when exactly it started happening, but it's been since at least since around 80k population I think. RCI demand is very strong all across the board. After installing Census Repository I think the issue might be that there are way too many people coming in from the 80k city to work. That city doesn't have very many jobs, because I intended it for it to be a commuter town filled with R$ in order to keep my larger city higher wealth. But I think now things are out of whack. As you can see in the Census screenshot, there are 63k commuters coming in from SimNation, and 47k of my city is unemployed (if I'm reading it right) although there are no zots anywhere. High unemployment would definitely cause residential dilapidation, but I'm not sure about the Commercial problems because the dilapidated buildings still show that they have enough employees and customers, they're just downgraded in wealth. Do you think this could be my problem, and if so how would you approach solving it? I guess I have to either tear down the residential population of the neighbors, or build more jobs in their own towns so they don't have to commute. But I'm afraid of making thing worse either way I go. Let me know if you need any more information or screenshots.
  2. If a building/lot dilapidates, will the game ever demolish the lot and build something shiny new in its place? I've tried suffering with some dilapidated lots in some of my cities, but the best result I've seen so far is re-occupation (at higher population, less wealth). I tried searching for old threads, but there's such a haystack of dilapidation avoidance (and mayoral demolition) that I couldn't find any mention of natural renewal.
  3. I've been playing this game on and off since I was a kid when it came out, and have never been successful beyond the basics. During this most recent on-again period I have become determined to figure it out. Right now my issue is inexpliciable dilapidation among R-$$ and R-$$$. I have tried taking things really slow, like 10,000 population after 200 years slow. I try to make one small neighborhood at a time and make sure they are all happy before moving on. I make tiny changes and wait a decade or two to observe the effects. I start with all low density and when all their needs are met I replace a couple blocks with medium and wait for them to grow apartments before making a new neighborhood in a different area (same city). The dilapidated R's have police, fire, health, elementary+high school and college coverage, zero garbage, short commute, and nearby parks. I'm using NAM, IRM, and High Tech jobs fix properly applied. The only variable left that I know of is job availability. There should be plenty of jobs, there's tons of C and I-HT around, but I don't know how to get an exact number on things because the in-game jobs+pop graph doesn't break the jobs down by wealth. Whyyyyyyyyy? Please help. It legitimately depresses me that I've never been able to be good at this game
  4. I have a problem with my "capital" city. This one has 1.2 million R, 500,000 C and 31,000 I. I know the jobs are slightly on the low side but to complement that I made several huge 'industrial complexes' to support the region (also feels more realistic than expected.... where I live there are some places that act as 'grounds for factories'.) so there are no job problems....... yet. Right now I posted this screenie at the time of residential growth in the region so the # of vacant jobs might seem low, but usually I have at least 10% of my regional pop as available jobs.(about 200,000~400,000 regionwide in my region of 2 million) The real problem is that CO refuses to grow. You can see I even went to lower the taxes to 0% (For CO$$ and CS - Right now I don't need CO$$$ that much, for various reasons. Even if I lower Co$$$ taxes to 4%, the demand stays in the -2,000's). I'm pretty sure my EQ is high enough to support CO growth, there are plenty of roads with high traffic(not all - but I found out customers isn't really that important in the way of desirability or demand), but there's no demand whatsoever. If it only 'refuses to grow' than it's not a horrible issue since I can keep up I and R elsewhere and come back, but usually my Co$$$ buildings get dilapidated - about a third of them is suffering from grime on the walls XD. Sometimes one even gets abandoned every once in a while (about 3~5 years ingame?). Although I do have some of my offices in not-so-populated roads, the problem is that some of the dilapidated/abandoned buildings had "High" customers. I'm narrowing this down to demand right now, since my RCI graph is terrible. *PS: Normal tax rate is 7.5% for R$, 8.5-9.0% for R$$, and almost always 11% for R$$$ (meaning I sometimes lower them to 8.8 and loads of buildings redevelop) CS is usually at 5%, CO 4%. Didn't touch the industry one for over 50 sim years. Need some help to resolve this issue - 30% of the land of this city isn't even being used yet.
  5. Damnit Moments #1

    Just a filling today. So I hope you all know these "Damnit" Moments we all have time to time? I tried to build a small, lovely town with industrial zone in the north and a rail and -bus system. Look what i got: I didn't even want to get mid wealth! That's the reason why I like mmp-ing, you'll never have such problems. Anybody knows how I can get rid of that? No demand mods installed and not even a huge demand for mid wealth at all. have a nice evening though
  6. Less Abandonment

    Version 1.0

    26,732 Downloads

    The intent of this mod is to reduce the amount of abandonment and dilapidation of high-wealth buildings. It does this in a non-cheating natural way, to prevent high-wealth buildings from growing in areas that will likely cause them to abandon in the near future. There are other mods to prevent dilapidation, but they do it by forcibly preventing dilapidation in buildings that really should dilapidate. This mod stops those buildings from growing in the first place. This mod changes the desirability building requirements for high-wealth construction. The default game setting is to allow buildings to grow in areas with as little as 20% desirability (or greater). Unfortunately, dilapidation of buildings also begins to occur in areas with 20% desirability (or less). So what the game does is build a nice-looking R$$$ building (or CO$$$ or whatever) in a bad area, and then it quickly abandons or dilapidates the building, creating an ugly blackened building. Much of the current wisdom on Simtropolis seems to state that R$$$ abandonment is the result of too-few jobs for rich sims. While this is true in some cases, my tests have shown that most of the abandonment occurs for desirability reasons. The R$$$ build houses in borderline areas, and then low desirability kills them off. Fewer R$$$ pushes up demand, and that causes more R$$$ homes to be built in borderline areas, and the cycle repeats. This mod stops that cycle by preventing those homes from being built in borderline areas. This mod changes the building desirability requirement to 40%-50%, instead of 20%. Thus, a high-wealth building will not grow in a borderline area. The result is that less high-wealth buildings will grow in your city, but those that do grow will have a much greater chance of "sticking around" without abandoning or dilapidating. You'll also notice that your cities will retain more CS$ and CS$$ buildings, rather than them all being replaced by CO$$ and CO$$$.
  7. Abandonment Dilapidation Modd 1.2

    Version 1.0

    67,203 Downloads

    Warning fix added on fixing selection of building styles. Version 1.1 includes a modd that prevents dilapidation from $$$ to $$ and $$ to $ demotions. Use the Plugin_No_dilapidation along with one of the Abandonment plugins. The prevention of dilapidation will occur when the building is rebuilt on an existing city. This modd "does" prevent a building from dilapidating to a blackened state for a max period of 180 years; enough time for a city to recover from disasters like power/water outages. To ensure the satisfaction of all SimCity Players, different "time to abandon" plugins have been included, ranging from 1 year to 180 years. Select only one of the plugins. Please direct all comments to the Modd Squad Open Modding Discussions. Ralphael
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