Showing posts with label zoning. Show all posts
Showing posts with label zoning. Show all posts

SimCity 403: Interlacing RC

Residential zones are where people live; commercial zones are where people get happy. Without question, one of the best strategies to employ in SimCity 5 is to interlace your commercial and residential zones so that after they are through with work, the people who live in your city don't need their car to go have a good time. They can simply walk next to where they live and go see a movie, buy some clothes, and party.

How to Interlace Zones

At first, you might think: oh, I can just mix up residential and commercial completely randomly and it will all just work out.

Ha! You fool!

The ideal way to interlace is to zone the corners as commercial, wait for the commercial properties to develop into large buildings, then zone the remaining land in between the commercial buildings as residential.

Interlacing and the Simeter

So, in another post I talked about the simeter (SIM + METER) -- the exact perfect measurement to pack in your RCI buildings as tight as possible. The simeter is 250 simoleons worth of dirt road wide. A perfect block of interlaced residential and commercial properties is going to be 1 simeter by 4 simeters (250x1000 simoleons worth of dirt road).

My One Sided Argument

So, you have your 1x4 square, and now you think, okay, I'll put commercial in the corners. But, there's a catch. You should only zone one of the long roads. Why? Traffic. If you zoned the entire square, there's no telling which direction the building will face. It could face one of the little sides or either of the big sides and you want all of your buildings on this block facing the same way so that residents can step out of their house, walk right next door (not around the block) and buy what they want.

SimCity 107: Zoning

There isn't much to say about zones except that they determine where in your city your citizens are going to live. If you've never played the game before, the game has three different types of zoning:

An delicate balance of all three types of zones are required to maximize profits.

Residential

This is where people live.

Light residential is single-family homes; medium-density residential zones are multi-story row homes and small apartment complexes; high-density residential consists of high-rise apartment buildings.

In the image above, you can see medium-density apartments on the right and low-density family homes on the left.

Commercial

This is where people shop.

Light commercial is like gas stations and corner stores. Medium-denisty commercial will produce strip malls and superstores. High-denisty commercial zones produce high-rise towers and corporate headquarter locations.

In the image above, you can see medium-density shopping centers in the background and some low-density gas stations and such up front.

Industrial

This is where people work.

All three industrial zones produce two things: goods and pollution. Low density produces less of both; high-denisty produces lots of both; medium (as you can imagine) is in the middle. All three produce factories and warehouses of varying sizes.

In the image above, you can see two beautiful factories that would warm the heart of even the most extreme steampunk honey.

HUD: Zoning

The zoning HUD is visible when you click the little diamond-shaped icon on the main HUD bar at the bottom of the screen. There are four buttons: residential, commercial, industrial, and de-zoning (from left to right).

De-zoning

If you see a residential building in your city in a spot that you would prefer to see a gas station, you must do two things to remove the offending building from that location. Firstly, you must de-zone the area -- removing the residential zoning you laid down earlier. Secondly, you demolish the building you don't want. If you don't do these two steps in that order, when you demolish the building and go to re-zone it, it's distinctly possible that a moving crew will move in and begin building a new residential building while you're fiddling with the HUD.

Moving In

When you zone a location, massive unseen calculations take place behind the scenes. Among these calculations are three important ones to consider when first starting out: access to water, power, and proximity to other zones. If a residential zone is placed well away from the starting point of your city, it might not grow because it's too far away from commercial or industrial zones. Anything un-powered or un-watered will grow slowly -- if at all.

On the street level, you can actually watch zoned land develop. Little citizens will arrive in moving vans after the construction workers leave and you can learn all about them and their lives. They'll even talk to you if you screw up or somehow make their lives better.

Limits

Technically, you can draw a square road around the entire board and zone it all residential. That will get you practically nowhere unless you're playing multi-players with some crazy friends. Obviously, no matter how big you make a zone, there is a limit to how big the buildings within it will grow.

The reverse is also true. If you squeeze the roads together too close, they'll almost always develop, but the tiny houses they squeeze in there will be murder houses where psychopaths take their victims. So it may take a few tries, but you want to get a feel for the dimensions of factories and high-density apartments and then build your street grids accordingly.

Roads and Zones

A road that splits a zone will de-zone whatever it touches. Equally, a road that is demolished will de-zone any buildings that abut it. So any time you demolish a road, be prepared to re-zone the immediate areas on either side of where the road was.

The density of the buildings on a zone are based on several factors, but chief among them is the volume of the roadway that abuts the zone. If a zone lies next to a low-density dirt road, there is a limit to what can develop there. On the flip side of that coin, a high-density boulevard will accommodate high-rises and other superstructures.