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- place large trees in problematic areas
- city ordinances: require all cars sold be electric; & NIMBY
- use roads with trees in residential areas
- place offices between residential and HD commercial/noisy buildings
after sunset harbor i was dealing with several dozen of noise complaint i did not have before, so i spent a few hours reconfiguring my city with the aforementioned solutions and I am down to noise complaints in the single digits at any one time. i can live with that.
(2) It is clear that noise pollution is bad to have in residential areas. It is severe in industrial areas and significant also in commercial areas and thoroughfares. This is a major reason why it is important to separate residential zones from the others. I've tried placing trees in unused spaces within industrial zones without noticing any change. Is noise pollution anything to worry about as long as it is confined to industrial and commercial zones, with residential zones kept quiet? What about placing commercial zones next to industrial zones? Is this o.k.?
This shows where the noise pollution is, but I'm interested in the specifics of how many illnesses it is causing. It's in the game somewhere.
You have be aware that commercial and industry area's aren't the only source of noise. Various service related buildings do generate noise as well. Ensure that their noise radius (will be shown when placing one on the map) does not hit residency area. The traffic is also another origin of noise pollution. Please use the noise pollution heatmap (headphone icon of the info panel) to check noise pollution on the map and make adjustments if required.
It does have an impact. I can confirm it from my setup. The question is, is it from a DLC or is it in vanilla. That is something I am unsure of it is vanilla or DLC content. However, it has to be noted that a single tree does not have a high impact. There has to be more trees on a small area, at a forest-like density. Not park-like.
Yes and no. It has also an influence on the land value. If there is a lot noise pollution, the land value will be lower than usual. This has an impact on the building level of the buildings. A higher level (for non-residental areas) leads to more workspace per cell and a higher tax income. For residental areas; it leads to having more household per cell.
That can be done without problems. It also reduces the traffic a bit if you're curious about that as well.
Perhaps I should pat myself on the back that even at population at 7000 in my initial tile, traffic flow is at least 93%. With the exception of a four-lane road running through the middle of the main industrial area, most of the roads in this area are still gravel. The benefit on noise pollution from upgrading them to paved roads lined by trees might be a good argument for doing so even if the traffic level does not demand it. What do you think?
Only residential zones are affected by noise, so avoid placing those zones near noisy areas and mitigate noise when they're near those areas. You don't have to worry about the other zones being affected by noise at all, though noise mitigation in those zones isn't necessarily a bad idea. Trees will die when near polluted areas, so that's likely why you didn't see any change when you placed the trees.
I've been pretty careful about keeping residential areas away from sources of noise. But a few houses are moderately affected by a cluster of wind turbines. It would be good to put some trees behind these houses. Various kinds of trees are possible. The price is the same for all. Are the differences purely cosmetic, or are some better at reducing noise than others, or grow better in some circumstance than others? In this case, there is only noise pollution. Other pollution is nowhere near.
You don't need commercial. It actually functions as industry but at the end of the goods chain. There is no such thing as too little commercial but you can have too much, which is why it has a bar. That isn't to say commercial is pointless. If you are producing goods for it to use, by which I mean you have industrial zoning, it is more profitable per job than industry for you. In the base game with no DLC you ideally want to be exporting goods (purple) but only a little bit. So you balance industry and commercial based on that to maximize.
Residential and industrial are basically a see saw. As you build one the demand for the other rises. Though note that you can reduce industry demand by building anything that has jobs. A hospital employs people and thus reduces industry demand. Police, schools and more also do this. Also as a rule live in the land of low residential demand. Build industry solely for the purpose of opening up more residential, which you set asap. This reason for this is getting workers into jobs. When you get big and developed if you have high res demand you'll have trouble filling work places and get abandonment. Long explanation as to why that is and this is already long.
I am unable to fit 7000 people on the first tile because I start to build with more density once I start to unlock the third milestone. The reason for that is that I am lazy to delete and build over the initial tile, to correct up the tools available at the early phase.
note: I am aware that you can unlock everything at start, but these milestones gives me a feeling that my city is growing. Then I have access to the "better" stuff, which feels ... rewarding.
roads with grass or even with trees are higher in maintenance cost, but in return, they raise the land value. It is worth to note that roads with trees also helps a bit with local pollution, from trucks. Unless you have a district policy set to not allow heavy vehicles.
If you need one close by or in the middle of residential, then build a buffer around it for the affected building. tree parks are great for this, or office or plain treed areas as well, tree lined or grass lined roads. Sometimes I just leave a bare grassy field.