E.G.G.S. Technique for City-Building in. Sim City 4. (E)ngineering. (G)oals. (G) lobal. (S)trategy . •Many strategy guides online, just search for. “Sim City 4 faq” or. For players of SimCity 4: Deluxe Edition and Rush Hour, however, much Prima's Official Strategy Guide 0£LUX£ HWTJOW • Chapter 1: Shows you how to . Sim City 4 at IGN: walkthroughs, items, maps, video tips, and strategies.
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SimCity 4 Rush Hour Prima Official lesforgesdessalles.info - Free ebook download as PDF Dont take this chapter as a step-by-step guide; so much depends on your citys. THINK LOCALLY. – More refined desirability factors guide the game. – Encourage a focus on individual Sims point of view in your city. – Encourage the Mayor to. SimCity 4 - Full Strategy Guide for PC FAQ, Walkthrough, Cheat Codes, Tips, Hints, Cheatbook.
Thank you to everyone in advance, for providing valuable information to help us keep one of the longest-running continually developed mods going, into its 15th year and beyond. For example, if an R house is occupied by its original R inhabitants, it might have a capacity of Reconcile Edges is a vital tool when youre terraforming an entire region. Colleges hold a maximum of 7, students, more than enough room to hold quite a few generations. Anyway, to start off, click the My Sim Mode button. My Sim Mode. The fourth button of the civic buildings tier is for the city's health.
Enter God Mode by clicking on the sun icon the leftmost of the three mode icons. The Terraform menu contains tools for molding the earth to your vision. The Terraform menu. In this mode you can shape the earth freely until its just right. You can raise the terrain to form cliffs, mesas, mountains, steep hills, or small hills.
The Raise Terrain menu. Its always been true in SimCity that you serve as both Mayor and god to your Sims. Never, however, has it been as explicit or as powerful as in SimCity 4. On the flip side, you can lower the terrain to form shallow valleys, craters, deep or shallow canyons, or shallow or steep valleys. Use the tools to dig deeply enough to hit the subterranean water table and make lakes, rivers, and coastlines.
Finally, you can populate your city with primordial residents with the Create Fauna tools. Woodland Animals, Horses, or Wild Animals can be spawned in vast herds in your unspoiled landscape. The Level Terrain tools enable you to craft plateaus and plains. You can wipe the slate clean with the Quick Level Brush, and make your landscapes look more realistic with the Erosion and Soften tools.
The tools in this set are not precise brushes like those in the Terraform menu. These global controls affect the entire landscape with one click. Creating flora is easy with the Seed Forests tools. You cant choose which variety of tree youll get; the elevation and character of the terrain dictates that. Erode enacts the erosion effect all over the map to make your land look as though it has been through many centuries of evolution.
Erosion is essential for realistic landscapes. Smoothing has a similar but opposite effect, softening the edges to create a land that looks as though it has been shaped by some prehistoric water, an old flood-plain, or dried-up lake, long since receded. Raise Terrain Level ups every elevation on the map one level. All raised and lowered portions of the landscape persist, with everything at a higher altitude.
This affects the kind of trees that will grow and how far away the water table and sea level are. Lower Terrain Level has the opposite effect.
Reconcile Edges is a vital tool when youre terraforming an entire region. It matches the edges of the current city to the same elevations as the The Reconcile neighboring cities, creating Edges button continuous terrain features in Region View. The primary use for this tool is creating terrain features that span two or more cities, like a region-traversing river or a gigantic mountain range.
This is one of the pre-city God Mode menus that is accessible after you establish your city. In the pre-city phase, two Disasters in particular Meteor and Volcano can give your landscape a great broken-in look.
Use them now to add some meteor craters or dormant volcanoes without worrying about the consequences. You give up a bit of your god-like power when you incarnate as mayor. The eons necessary for mountain building and erosion are beyond your control, but you retain power to inflict catastrophic events and even stop the earth from turning. The post-city God Mode menu. With a wave of your hand, all man-made structures The Obliterate City button and zones evaporate into thin air.
Be careful with Obliterate City; it cant be undone. You can manually switch the lighting to day or night or toggle the automatic cycling of light. This control remains available after city establishment. The only difference is that you have to be careful of any city The Reconcile elements you place in the Edges button areas to be leveled. If youve built near the edges and you enact edge reconciliation, anything within the highlighted red band will be destroyed.
However, you need to comprehend the impact of these Disasters on your structures in this context. For full details, see Chapter Beyond the cool nighttime lighting effects, it is informative to watch the day pass. The Control Day and Night menu. NOTE The clock that controls day and night has nothing to do with simulation speed or calendar.
Its totally independent. Many activities in your city are triggered by the passage of these solar days rush hours, school attendance, etc. TIP There is a cheat that allows you to access full God Mode controls even after youve established your city. Do it correctly to see the pre-city God Mode menu. This may not seem like a big deal, but it means you can terraform for free even after establishing your city.
Post-establishment terraforming via the limited Mayor Mode Landscape tools is expensive, so this cheat saves you Simoleons and gives you more terraforming flexibility.
On the other hand, it empowers you to accidentally decimate your city with one erroneous tap of your finger, so be careful. All the action is in Mayor Mode accessed via the top hat button.
The majority of what you need is in this mode of play. All your management, informational, financial, and structural controls are found here. The most crucial difference is that using them in Mayor Mode costs Simoleons.
Use these tools to in a more limited fashion than in God Mode raise, lower, and level terrain. Were talking engineering projects here, not divine creation. Spending money landscaping your already-established city is expensive. Its better to spend more time in pre-city God Mode and massage the terrain for free.
Landscaping tools give a level of control over flora placement that you dont get in God Mode. Most simply, you can choose what kind of trees youd like to place.
Want palm trees on your mountaintops? If youve got the money, go ahead. You also have precise control of placement, so that you can plant decorative groves and rows. But its difficult The Plant Flora menu for a Mayor to replant oldgrowth treesyou have to plant saplings that in time will pay off. These trees take anywhere from three to five years to grow from saplings to full-grown trees.
In time, the full-grown trees will be replaced by saplings, and the whole cycle starts over again. You select Airports and Seaports here, too. Police Fire Educational Health Landmarks. Several Reward power structures will be grayedout until earned see Chapter Demolishing strucThe Bulldoze button tures costs you Simoleons.
In keeping with SimCity 4s emphasis on the persistence of structures if not their original conditions , you have to pay fees to demolish buildings. The point is to make you think twice before wantonly tearing down existing structures. There is a difference between RCI structures and civic buildings. RCIs are more expensive because bulldozing them obligates you to pay fair market value for the destroyed property.
As Mayor, you own civic buildings, so the demolition cost is considerably less. NOTE When you build over structures or trees, the demolition of the existing structure is automatic. So too is the fee, which is added to the cost of the new building. Here you can see at a glance: Overall Mayor Rating. TIP There are low-cost ways to tear down even the most demolitionpricey buildings. See Chapters 26 and 27 for some ideas. In the event of an emergency, head to the Emergency Tools menu.
You can go to the Disaster site and cycle through all active Disasters and dispatch fire and police units. The Emergency Tools menu. Residential population Date every city starts at year 0.
These buttons expand your information tools from top to bottom: Rush Hour expansion pack, there will be some additional controls not listed here. Plus, though their houses wont be highlighted with the floating so-and-so lives here word bubble, doing a query on a house inhabited by a My Sim shows their portrait. In My Sim Mode, you can choose or import a Sim and decide where he or she will initially live.
These are not your only sources of hard information and one of your best is in its own all-new mode: My Sim Mode lets you get inside your city in heretofore impossible ways. Its now possible to know what your citizens living in a precise area think about their city and neighborhood. Normally, someone of your stature would interact with the populace only selectively, such as when they petition you to do something.
These squeaky wheels arent exactly a representative sample of your people. Now you can get inside their heads and know what they want and what concerns them. Its like having spies in your city or the ability to tap into the subconsciousnesses of your Sims. However you want to view it, My Sim Mode is where you manage your set of up to five representative citizens. When you establish a My Sim, click on his or her portrait to pinpoint that Sims location in the city, check his or her Profile, and view a list of his or her most recent News messages.
Move in a My Sim by selecting one from the menu or by importing one from The Sims or any of the expansion packs. Rush Hour expansion pack. See Part 8 for details. To follow a My Sim as she goes through her daily routine, click on her portrait in her Information Panel. Your view follows her wherever she goes.
Every My Sim has a home, though it might not be the one you originally chose. In My Sim Mode, each My Sims house is highlighted by a word bubble Artful Dodger lives here and the current location of each My Sim at home, on the road, or at work is shown by the portrait pointer icon. The word bubbles show which My Sim lives where, and the portrait bubbles show the Sims current location.
Click on the Sims portrait to zoom to his current location and follow him. When properly enjoyed, this phase can dictate your success in the simulation years ahead. Thats what this chapter is all about: NOTE You can be successful without spending too much time in the pre-city phase. SimCity 4 comes with several pre-terraformed regions. You can alter them, but you also could jump into city-building without mucking about in the pre-city phase. The choice is yours.
If you desire to make your city and the cities around it your own, read on. A region is a large square of territory divvied up into city squares of various sizes small, medium, and large.
You can load up one of the pre-terraformed Regions provided with SimCity 4, or begin with a clean slate and create your own. Beginners should use one of the ready-made Regions. Even experienced SimCity players should begin with a premade Region, then alter it to suit their pleasure. Working from a totally clean A Region is a collection of individual city squares.
This one approxislate is primarily for dedicated landscape artists. In brief, SimCity 4 is designed for an unprecedented level of complexity and Regional interdependence. Though you begin with one city, you can build several more within the Region and create connections between them. Eventually, you can treat them as one large metropolis, cities within a city, and specialize cities to serve specific functions.
For example, one city could develop to be your Commercial downtown, home to a forest of skyscrapers, while the one next door could serve as an urban Residential neighborhood with funky, retail shops mixed in. Still another adjacent city could be home to your Industrial base.
The decisions you make, therefore, about your Region are important as time goes on. If you, for example, choose to begin your first city on an isolated island, later Regional expansion becomes more challenging and expensive. Regional strategy requires considerable foresight or the ability to make decisions that leave open the maximum possible future opportunities.
We can help you with both of these. The size and location of a city is important to how it will grow. They come in three sizes: Small City Dimensions: A raw Region contains a random arrangement of small, medium, and large city squares. NOTE The tiles you see in cities measure 16 meters by 16 meters. What size you choose doesnt matter if you plan to make a small city. But, if your goals are grander, use medium and small cities to form discreet districts in your future megalopolis.
Begin your city on a city square that has the maximum available number of adjacent city squares. A medium-sized city square could have as many as eight adjacent small city squares.
Such an arrangement gives you eight possible partners for Neighbor Deals. Several adjoining cities are the right size to act as specialized add-ons to your main city see This medium city square is bordered by six neighbors.
In a ready-made Region, geography plays a role in your choice of location. Choose city squares that offer sufficient buildable ground not too many mountains or large bodies of water and as many neighbors as possible. To enhance land value in your city, find city squares with a fair amount of high ground and numerous tiles adjoining water. A large body of water is also mandatory for building a Seaportan essential element for a thriving This city has both high ground and waterfront for some potentially Industrial sector.
Your water supply system no longer requires open bodies of water; all water supply comes through the subterranean water table. As such, theres no water supply drawback to building on a city square with no visible water. After you find the most fertile ground for your city, the next step is to groom it to your whims. With one gesture of your hand, you can raise a towering, craggy mountain or punch through the ground to reveal an underground lake. You can smooth the terrain to create a gentle coastline or wish a thick forest of trees into existence.
All this power is yours in God Mode. If you have the imagination and dedication, you can turn your raw earth into a work of art. There are five tool categories: Each Terraform tool appears as a circle with the icon of the tool category in the middle.
The circle represents the area of terrain affected when you push the left mouse button. The effect created by each tool is strongest near its center and dissipates toward the circles outer edge.
Each Terraform tool is a large circle in which the tools strongest effect is at the center. The larger the circle, the more area will be affected, and the more intense the terraforming effect will be. You can control the size and intensity of this circle in several ways: The level of your zoom dictates how much terrain the tool will cover. The closer in you zoom, the more focused and gentle the effect will be. The farther out you zoom, the more expansive and violent the effect. If you want to do delicate work, do it in tight zooms.
Holding s in any zoom level makes the tools circle larger and its effect more dramatic. Conversely, holding c reduces its size and intensity. Zoom level dictates the size and intensity of the Terraforming brush.
The mountain on the left was made from a far zoom level, the right from in close. Changing the tool size has an obvious effect. The mountains from left to right are made with the brush set at 1, 5, and 9 using the number with s. The longer you hold the left-mouse button, the longer the tools effect lasts. To make a tall mountain, pick a spot and hold the button for a long time.
For a tiny hill, tap the left mouse button. With them, you can make: This creates a gradual hill on one side and a sharp, sheer cliff on the other. Really high cliffs develop water at the base. The gradual side of the cliff can be zoned, with houses on the edge seeing enhanced land value.
Control which way the cliff faces with the direction you draw the cliff; the sheer face is to the The Cliff tool creates these stunning sheer-faced hills. With a wide base and large flat top, a mesa looks striking and serves as an accessible place to develop. Few things are as beautiful as a cloud-crowned mountain range visible from a kitchen window. You cant build on a mountain, though you may be able to run tunnels through it and roads up it using switchbacks.
Even reasonably flat land should have a few small, round hills breaking up the terrain. These hills are easy to build on and around and run transportation over.
Mountains show whats possible with terraforming. Make them as big as you want and run long ranges of them across the map. Steep Hill: Steep hills come to a point with two gradual sides and two sheer ends. Theyre useful for making small mountain ranges. Even small steep hills are difficult to build on best to do it with narrow steppes.
Higher-than-average-altitude land is more valuable than land at lower elevations. The high land value is more attractive to high-wealth Residential Sims and, once occupied, generates more tax revenue. You must use them to reveal waterhold them down long enough to hit the water table. The steep valley on the left is sharper and more V-shaped than the valley in the center or the softer and wider shallow valley on the right. Lower Terrain to create: Shallow Valley: This is the best tool for making rivers you can build next to.
The sides of these valleys are gently sloped, though if you dig deeply enough, the sides will become steep. Like a shallow valley, but steeper and wider. Use it for medium sized rivers. Steep Valley: Cut a sharper V-shaped valley with this tool.
Steep valleys consume less space than shallow ones, but the terrain around the valley is too steep to build on. Unlike valleys, canyons raise the terrain around their edges. The shallow canyon left is narrower with more gradual slopes, while the normal canyon right has a wider bottom and steeper sides. Craters lower the terrain in the middle of the circle and raise a ridge around the outer edge.
You can zone within them and run roads over their ridges.
Canyons are sheer-sided valleys that can, if cut deeply enough, form rivers. Shallow Canyon: Unlike normal canyons, shallow canyons sides are gradual slopes instead of sheer cliffs. Unlike valleys, shallow canyons raise the terrain around them to form a ridge. City Plateau: Either raises or lowers terrain within tool to match the elevation at the center of the circle.
The edges of the resulting city plateau are steep. The edges of the resulting city squares are gentle slopes. Quick Level Brush: Heres your eraser! When you want to flatten everything tall and fill in everything low, this is the easiest way. Clicking-and-holding the left mouse button remembers the elevation at the center of the tool and applies that elevation anywhere you drag it. The effect is a blunting of sharp terrain features. To bring down raised terrain, or pull up lowered terrain, use the Level Terrain tools.
Smoother, flatter areas are better for development. Sometimes Terrain tools leave extra lumps that become more obvious as roads and rail roll over them. Smooth and flatten the areas you intend to develop with these tools to insure more smoothly developed cities.
The effect is a cutting of lines through the terrain to make it look more weathered. It also deposits sediment in low-lying areas, raising them. Point to a location and press the Seed Forests button. The longer you hold the button, the thicker and denser the forest will be; or, tap the button for a few isolated trees. The interesting thing about trees in SimCity 4 is how they start and how they spread.
When placed with the Seed Forest tool, theyre lush and mature unlike the seedlings you must plant in the Mayor Modes Landscaping tools. Over time, they spread seeds nearby. If the conditions are right, these seeds grow into new trees.
The rate at which trees grow and reproduce, and what kind of trees deciduous, coniferous, or scrub you get when you seed a forest depend on the tree happiness factor.
Happiness is based on two terrain traits: An areas elevation above sea level impacts what kind of trees will grow there. High elevations favor scrub, medium elevations lean toward coniferous trees, and low elevations default to deciduous trees. These baseline relationships can be changed by the second The trees on this high ground are coniferous pine trees. The moisture of a given spot is derived from its proximity to water on the surface and how far above the water table it is , wind direction if the wind blows over open water, it makes everything in its path moister , and terrain form hollows and ravines collects rain resulting in a higher degree of moisture.
The happiness of a tree is dictated by a combination of both factors. If a spot of high elevation is moist due to wind direction and being in a hollow , it may sprout the normally lowelevation deciduous trees. But, if a low altitude area is dry due to shielding from a large terrain feature , it sprouts coniferous trees. The ideal conditions for each type of tree are: High elevation, low moisture Coniferous: Medium elevation, medium moisture Deciduous: Low elevation, high moisture.
Some areas are stuck in between the variables of high and low ground and high and low moisture. If an area is marginal for specific tree happiness, a tree may sprout but will likely die.
If it hangs on, it will produce few seeds. Isolated trees rather than ones in large clusters tolerate marginal conditions best, but wont live long or reproduce much. Once a tree is established, its reproduction is dictated by its happiness, but also other factors. Generally, a happy tree one thats suited for its moisture and elevation will grow quickly and propagate many seeds over large distances.
The density of a cluster of trees factors into tree propagation.
Isolated or small groups of trees dont live as long or propagate as widely as trees that live in large, dense clusters. Forests thrive, while a grove dies out over time. If you use the God Tools cheat to access your pre-city Terraforming tools, you regain access to the Seed Forest tool. Any trees you place, however, wont grow or propagate; after you establish your city, that behavior cant be restored. Trees placed with the post-city-establishment Plant Flora tool start out as small saplings and grow over time though they dont reproduce , but they cost money to plant.
Growth and propagation of trees generated with this tool continues until you establish your city. When you click into Mayor Mode for the first time and name your city, all natural growth seems to stoptree spread is harder to see when youre not living in deity time.
If you desire a lush and naturally grown forest, use the Seed Forest tool, then crank up to full speed for a long time. When the forest has grown to your liking, establish your city.
TIP Thick forests generate wildlife, so have forest around your city for some wild ambiance and vitality. You have three choices in the kind of animals you can create: Wild Animals: Elephants, giraffes, rhinos, and lions Woodland Animals: Deer, moose, and birds Horses There is a substantial randomness to creating single beasts and larger herds.
You can create larger herds by click-dragging and multiple left-clicks. Whether or not animals spawn where you choose depends on the elevation.
If its too high, using the tool has no effect. The animals you spawn in this Spawning vast herds of animals is fun, but doesnt last long. NOTE Dense clusters of trees spawn wildlife throughout the simulation; so, seed some thick forests while you have the chance see Seed Forests.
TIP Use combinations of erode and soften to get the right terrain texture. The Terrain Effects menu.
Erosion simulates the effect of centuries of water running over the terrain. Water cuts sharp lines in whatever it touches and deposits sediment in low-lying areas raising the floor of valleys and canyons ; thats what using this tool does. On a broader aesthetic level, it makes your terrain look more realistic and lived in. Soften applies the effect of centuries of wind erosion. Unlike water, wind erosion smoothes and rounds the ground it touches.
These two tools raise or lower every point on the map by one elevation level. This doesnt change the relative elevations of mountains or valleys, but it changes their absolute elevation. Raise or lower the level enough, and tall features will flatten or disappear under water. The game has a tool for generating an entire region. This is an unsupported tool.
This landscape stays the same when you lower or raise the terrain level via the Terrain Effects, but the elevation of every point increases by one level. It looks at the edges of surrounding cities and conforms the edges of the current map to match.
If the adjoining tile has a deep river running to its western edge, the eastern edge of your city square once Reconciled shows the end of that river valley. This indicates the location of the river so you may continue to draw it as it The lakes in this Region span several city squares. This is done using courses across your current city square.
Draw a river up to the edge of a city square. Then save and exit to the Region. Enter the adjacent Region and accept the Edge Reconciliation. You find the rivers end drawn into the adjacent Region.
The Volcano Disaster leaves a gigantic dormant volcano that can serve as the centerpiece of an interesting city. The Meteor Disaster punches a gaping, charred hole in the earth. Pockmark your landscape with these meteor craters to give the Sim geologists who move into your city something to ponder. Do this by clicking on the Mayor Mode button. At this point, you can name your city and give To put all terraforming behind you, click the Mayor Mode button and yourself the perfect Mayoral moniker.
To make further changes to the earth under your city, youll have to pay. Technically, you cant change your city or Mayor name once you start your city, but there is a secret way. See Cheats in Chapter The lower the skill level, the easier itll be to start and build your city. When in doubt, choose Easy. The number of stars below the mayor name in the citys region view info bubble reflects the skill level you chose.
With your city established, have a blast with tax rates, zones, ordinances, and all those things that make being a Mayor as opposed to a deity fun. Thats why theres the Obliterate City button in God Mode. With one push of a button and a confirmation box to make sure you mean it , you evaporate the man-made parts of your city. After obliteration, youre left with the raw terrain you had when you entered Mayor Mode.
Obliterating wipes the slate clean. PART 3: There are two kinds of buildings: Residential, Commercial, and Industrial Everything Else: Civic, Landmark, Infrastructure, Reward, Recreation There are many varieties and distinctions to be made beyond that, but this is the big one.
Above all, SimCity 4 is about attracting and fostering Residential, Commercial, and Industrial structures. All other buildings, at their core, serve this purpose. Understanding SimCity 4 means understanding the complex and interconnected web of factors that make RCI grow and change. There is no way to clearly present these topics in a linear way. They are so intertwined and interdependent that its impossible to discuss one without getting into one that hasnt come yet.
To avoid confusion, these topics are presented in the order they occur in the simulation with a brief stop for some important definitions first. Youll find repetition and overlap as you read these chapters, but its for the sake of clarity. In this part, we cover: Demand Chapter 9: Zoning Chapter Desirability Chapter SimCity veterans and newbies alike should digest this information. Both these concepts combine to inhabit your city, creating both economic classes among your Sims and a street-level indication of the desirability of your city.
If you know what to look for, youll never need more than this visual information to measure a tracts desirability.
Its helpful to grasp both these concepts before moving onto the more complex quagmires of demand, desirability, and development. Your developer types desire different things in their real estate. Look to the Desirability Data View to find out who wants to be where. As applied to buildings, developer types reflect the kind of Sim for which the structure was originally built.
Buildings are, therefore, associated with various developer types, but can shift developer types based on changes of occupancy. NOTE Structures can downgrade but cant upgrade. You wont ever find a R Sim living in a R house. In this situation, the house would be demolished and redeveloped. Every building has a developer type, as shown in its Query box.
If a building has downgraded in developer type, any grayed-out signs indicate its original type. If, for example, conditions change, forcing a R Sim out of his or her large home, several R Sims may take his or her place. The building now labeled R with the third grayedout then appears more run-down than its original state to reflect its downgraded developer type and new inhabitants.
There are 12 distinct developer types in SimCity 4: Residential low-wealth R: Residential medium-wealth R: Residential high-wealth Cs: Commercial Service low-wealth Cs: Commercial Service medium-wealth Cs: Commercial Service high-wealth Co: Commercial Office medium-wealth Co: Commercial Office high-wealth ID: Industrial Dirty IM: Industrial Manufacturing IA: Industrial Agriculture IHT: Industrial High Tech.
The three wealth classes share affinities for various factors parks, land-value enhancements , but differ in how much they value some factors and how much theyll tolerate things such as pollution, commute time, or crime.
Different Residential wealth levels demand different Commercial and Industrial levels and in different proportions. Residential demand for business needs works similarly, with each type distributing business demand among the available C and I types based on EQ. The business demand profile for R med-low EQ would, for example, look like this: Commercial Service includes retail and service businesses within your city.
These can range in wealth level from the most basic a greasy spoon or dollar store to the high end a swanky boutique. Commercial Office, on the other hand, comprises your citys white collar and professional establishments. Because these businesses are, by nature, higher on the wealth continuum, there are only two classes: Both varieties of the Commercial population Commercial Office buildings serve your Sims employment needs.
A They come in two wealth levels and and several sizes. Commercial buildings developer class dictates its employment profile. A low-wealth Commercial Service business will, for example, require low-wealth Residential Sims.
A high-wealth Commercial Office business, on the other hand, requires predominantly medium-wealth Residential Sims professionals , some low-wealth clerical and support staff , and a smattering of high-wealth management. As with Residential buildings, Commercial structures downgrade if their land stops being desirable to their current inhabitants. When the building changes hands, it assumes the developer type of its new occupants.
It may look similar with perhaps a different storefront or more distressed , but everything about it changes when it shifts developer type. Industrial developer types arent broken down in terms of wealth, but in terms of function and pollution level.
Agricultural AI is in a class by itself. It is, like ID below , low-wealth Industry. All jobs offered on a farm are R, and the buildings never grow with population as they do in other Industry. Dirty Industry ID is traditional heavy smokestack industry and represents the lowest rung on the Industrial scale. Each also offers a small number of middle-wealth Residential jobs. Their hallmark, however, is the massive amounts of water and air pollution they produce.
A few high-wealth Sims populate the management suites above the production floors. Its wealthy, its clean minimal pollution , and it employs the cream of the crop: High-Tech is demanded only by a population with a large and long-standing High-Tech Industry is easy to spot.
It doesnt have pollution belching Mayoral commitment to education. Because out of its stacks and you could eat off the walls. More usefully, you these businesses demand a smart job base, you could locate one within a short drive of your Residential zones.
While Industrial developer types arent tied to wealth, they do correspond to the model of low-, medium-, and high-wealth. Dirty Industry represents low-wealth, Manufacturing represents medium-wealth, and High-Tech embodies high-wealth Industry.
This is important when setting tax ratesset individually for low-, medium-, and high-wealth. When you lay out your zones, theres no obvious way to tell which developer type you will see. There are ways, however, to predict and even control developer type when zoning. If theres high demand for one type and none or negative demand for others, you can be certain about what will grow.
Even, therefore, if you have Commercial demand through the roof, you wont get high-wealth Commercial Office if demand for it is flat. The basic demand relationships between R, C, I, and IA are the same among developer types of the same kind, i.
For example, Residential Sims demand Industry to provide their jobs. Which Industrial developer type they demand and in what quantity, however, differs by wealth level. For greater detail on demand, see Chapter 8. If a building ceases to be desirable to a given developer type, the building drops in occupancy and becomes abandoned.
If, after abandonment, the building is desirable to a lower developer type, it becomes reoccupied in direct proportion to amount of desirability to the highest possible developer type.
For example, if a house is no longer desirable to R Sims, it will be abandoned and become reoccupied soon by R Sims. If R desirability is high, the building will be full in terms of occupancy. If desirability is low, but still enough to occupy, occupancy will be low. If desirability is low for all Residential types, the house will stay abandoned. For more on desirability, see Chapter One of the first issues in development is which developer type to choose.
This points out that, even at this most basic level of development, its not whether the zone is R, C, or I that matters, its what kind of R, C, or I.
If the development simulator is thinking in these terms, so should you. Second, consider the desirability factors of each developer type. If you can pick areas to zone that will appeal to a developer type, the chances of that type locating there increase.
Display desirability by activating the Desirability Data Viewthis view shows developer type desirability of both zoned and unzoned land. Residential developer type initially has a profound impact on education and health. EQ 20, HQ 20 R: EQ 40, HQ 40 R: EQ 60, HQ 60 A Residential Sims wealth level, therefore, controls his or her innate and home-provided education and health. The upshot is that lower-wealth Sims take longer to achieve high EQ and high HQ, and attracting more R to your city provides a bigger surge to your citywide statistics.
A city of low-wealth Sims can achieve as much as high-wealth ones, but they take longer to do it. Crime levels, too, are affected by, among other things, Residential developer type. The percentage of Sims inclined toward criminality is highest among R. Therefore, the more R Sims in your city, the more criminals with whom you have to contend.
This effect can be mitigated with higher EQ, and is made worse by unemployment. TIP This relationship between criminality and wealth-level is important in providing an incentive to educate your Sims.
You could focus economic dollars on the wealthy and increase your citys average EQ faster, but youll have the downward drag of high crime scaring your R Sims out of town.
Unless you find an alternate way to reduce crime, universal education is your best hope. The easiest way is to query a building. Doing so shows you its development type and its rating in several important desirability factors. For Industrial buildings, developer type is stated in the buildings character Agriculture, Dirty, Manufacturing, or High- Tech rather than wealth per se. The list below the line shows how this structure is doing on several crucial desirability factors. When problems arise, check this first.
Commercial and Residential buildings show their developer type in the props located on their lots. See a swanky car? The property must be R. See a junker with primer-colored panels? Its probably R though the building may have once been of a higher wealth level. Commercial buildings display changeable storefronts; the basic box of the buildings stays the same but the awning and front window reveal the kind of business.
The physical size of the building dictates the number of Sims assigned to a building. For example, if an R house is occupied by its original R inhabitants, it might have a capacity of If it downgrades due to a shift in desirability, R Sims with a capacity of 17 will reoccupy it. In Residential buildings, the less well-off occupying Sims are, the less space they require and the more Sims can occupy a lot.
The building dictates total capacity. Because Industrial buildings cant shift between developer types an ID building cant become an IM building; it must be demolished and redeveloped , their occupancy stays the same. Where you see the change in an Industrial building is in its actual occupancy: This figure is tied to the buildings desirability. If desirability is low, occupancy will be low. If desirability is high, the building will be filled. After you know what to look for, you can identify a buildings developer type by looking at it.
In Industrial zones, the dirtiness of the building speaks to its developer typeDirty Industry looks dirty, Manufacturing looks cleaner but not immaculate, High-Tech looks sparkling clean, and Agricultural looks like a farm. Dont, however, confuse dirtiness with signs of distress and abandonment. The physical state of the building is a direct reflection of its occupancy; in good condition if full, run down and dilapidated if at low occupancy.
There is one further force at work in occupancy; the workforce percentage of the building. As youll see in the Demand section Chapter 8 , every Commercial and Industrial building comes with a certain workforce demand profile. If, therefore, This IHT building suffers from low occupancy; you can tell by the building has an occupancy of 10, 1 worker looking at it. The probable reason is the high nearby pollution reducing its desirability.
If, however, your town has regressed and there are few R in town, that building will never be able to fill its R capacity. Thus, the building distresses and is abandoned no matter how big the R population and no matter how great the demand for IHT.
In this way, occupancy makes the ebb and flow of SimCity 4 more complex and responsive. Though it seems more complicated, the insight and control this system provides allows unprecedented ease in diagnosing problems. It, however, resembles Residential demand in the tendency of buildings to downgrade to lower-wealth occupants if circumstances force out the higher-wealth occupants. You see these shifts as changes in storefront.
No matter how high demand for Commercial or Industrial is, nothing new develops if new areas have low desirability and existing structures are suffering low occupancy.
This can happen for myriad reasons, but it always means that either the desirability or demand for this building is so bad that no one can inhabit it. This can happen, for example, if desirability for the buildings wealth level drops and there is no demand for lower wealth levels. It can also happen if the building is denied power, its commute time is long, or the inhabitant cant find a job. In abandonment, you learn how important occupancy is. Having someone in a building decreases its flammability and brings it into the tax base.
This ID building, like many around it, has been abandoned. All the important stats in the Query box seem OK, so the problem must be deeper. The state of these buildings is what should spur you to investigate. Because occupancy is proportional to desirability, the visual indicators of occupancy are the same. Look for the number of props strewn about a building e. Sparse props mean no ones home. But what drives them? What motivates everyone in SimCity 4 is demand. Demand for jobs begets demand for housing begets demand for jobs, etc.
Its a big circle. Understanding how these forces play out is critical to riding the wave of demand and keeping your city healthy and thriving. When you understand how demand works, you can control it. Demand is now based on the desire for structures, not zones.
Zoning no longer, in and of itself, satisfies demand. Demand is the need for construction of a specific developer R, C, or I. Residential demand calls for Residential buildings, Industrial demand calls for Industrial buildings, and Commercial demand calls for Commercial buildings. Your job is to help satisfy this demand by placing zones likely to produce the demanded buildings. Residential buildings. Though the demand for buildings is a crucial part of the equation, its more important to understand what drives the demand that called for these buildings.
Well, that depends on what kind of demand you mean. Residential demand is formed and shaped by Workforce demand, while Commercial and Industrial demand are propelled by Business demand. The workforce of your city is a fraction of your Residential population presumed to be in the workforce. In other words, half the Residential Sims are available to work. Thus, when a business demands workers, it sends out demand for roughly two Residential Sims for each job.
Every C or I building comes with a fixed number of jobs usually proportional to the buildings size. Each job creates demand for roughly two Residential Sim as dictated by the workforce percentage , a. Workforce demand. Not any Sim will do; each building looks for workers in relation to their wealth level and requires fixed proportions of each. The proportions for all the employer developer types I, Co, and Cs are listed below:.
For example, a Co buildings with jobs would require 40 R, 50 R, and 10 R Sims, and would accordingly increase demand for each. If there is an oversupply of each type of resident out there the unemployed , the demand will be satisfied immediately. If not, the demand meters for unfilled jobs Residential developer type will rise to show the unmet demand. To satisfy this demand, zone Residential in a location thats desirable to the wealth level you This Co building hasnt filled all its jobs.
That may mean wish to attract. Business demand is the need by Residential Sims for businesses to provide their employment. It serves as the force behind the various Industrial and Commercial demands.
Whenever a Residential building is constructed, it demands jobs from businesses. Different Residential wealth and educational levels dictate what jobs the occupants of the buildings will demand. If all goes well, a business building will appear that satisfies the demand and brings down the appropriate RCI Demand Meter.
If theres a glut of jobs in any or all the developer types, all or part of this demand will be satisfied immediately. To meet unmet demand, you must zone land that will be desirable to the developer type youre trying to satisfy. It is of no use in specifically gauging what your city needs; its a rough indication of the current state of affairs. Here you can see, on a relative scale of -1, to 1,, how much unsatisfied call there is for each developer type.
Click here for more details. By CorinaMarie Find their other files. About This File This is one of the extra files catty-cb has maintained on her site and now has kindly passed over to us here at Simtropolis for hosting. Most Helpful Newest. Share this review Link to review. Members Immortalized in SC4. Third-party patches for SC4. Archipelagic Nation of Cremona. Strip Mall 2. Do i still need to build low wealth residential so that it will increase demand?
NAM 36 Problems. Hi dear Mayors. Here's my problem. Run the game and It's like the is no NAM at all!! No rail pieces, no real road Does anyone know why? HELP please. The NAM Team is currently in the midst of discussions about how best to structure the mod's installation options, packaging, and file architecture going forward. While the upcoming NAM 37 release is planned to take the same form as all releases since NAM 31 in , we are evaluating potential changes that would most likely be implemented starting with NAM Those changes are designed to address the structural issues that exist in the NAM's current packaging system, to produce a more user-friendly end product that streamlines our release process, which has become particularly unwieldy in recent years.
This poll is the first of two that we will be posting, aimed to get a sense of the current userbase's opinion and usage of various NAM features, with the goal of guiding our revamp efforts going forward. The second poll will arrive at a later date, and will deal specific proposed changes.
Thank you to everyone in advance, for providing valuable information to help us keep one of the longest-running continually developed mods going, into its 15th year and beyond. Drastic Increase in initial and montly cost of buildings. Hello, has anyone had problems with buildings like Colleges initial and monthly cost increasing drastically?
Other buildings are affected the same way too.