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Note there is a dirty industry area that can't be seen in the picture that most sims are currently working at and the pollution is spreading into the top-left part of the neighborhood. I have also just put in a school with a basketball court and a small playground. This city has about 6000 people, and has just been hooked up to a region with large demand for R$, R$$, and R$$$. Lets first examine what exactly the problem is. The last couple of days I've been messing around with other exemplar properties using Reader, and have gotten some promising results. In theory, this would be exactly what I'd want, but unfortunately progress on that seems to have stalled. Using pollution just seems mean and for the most part only works for preserving R$ buildings.Ī couple years ago, this thread by Psiman caught my eye - Modding / Recalibrating Land Value - SC4 Modding - Open Discussion - Simtropolis. Zoning no more than two tiles deep only works for low density zones. Marking buildings as historical also shuts off all gentrification and can be very tedious. The no kickout mod eliminates any type of gentrification which I think is an interesting mechanic. The less abandonment mod is the most appealing but in my experience doesn't help very much in practice. Unfortunately, none of these are that appealing to me. Use the no kickout lower wealth mod (the one by Cori)ĥ.
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Zone (light density) no more than two tiles deepĤ. As far as I know, the main ways of dealing with this are:Ģ.
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Gentrification / Mansion popup / R$$$ unemployment has been one of the most talked about topics in the SC4 community.
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