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Lower land value if you want cheaper rent, shove some sewers next to buildings, or landfills, etc.
Real world politics left at the door, thanks.
If rent is too high (I wish the game would actually show an absolute number, so it would be easier to figure out) it means the inhabitants don't earn enough for their daily life.
It could have many reasons:
- low wages (barely educated),
- unemployment,
- too expensive services,
- too expensive public transport,
- too expensive parking,
- too expensive fuel for their cars or in general: goods,
- probably even the distance to the job may count into it (I'm not sure about this)
- generallly too high rents because of high land value,....
try this https://forum.paradoxplaza.com/forum/threads/lets-attempt-to-diagnose-high-rent-using-nothing-but-the-information-the-game-gives-us.1608738/ [
maybe this will answer a few questions for you
this description of this game on steam still makes me cry
Yeah, this game has a serious issue with hiding things and thinking it's being 'cool' by doing so, it's just frustrating when choices like those are made by the devs. - the people who play these games are mostly mature adults who can decide for understand more meaningful things, and rules of how things work, not everyone but most people.
Can only hope the game improves and more clearly expands on its menus, situations/issues and factory concerns, etc, and makes proper tutorial and a sort of 'in-game wiki' for people who need refreshers or that little extra help. - they owe the community that, at the very least.
Ahh the the fresh smell of a landfill, surround your neighbourhood with one and people will love you for it!
I just make sure that the tenant, with the high rent issue, is happy and they are mainly green and no red issues at all. Most of the time it goes away if thats the case.
Also, I think healthcare needs to be addressed in the cities. Not just med centre, but hospitals and perhaps even the disease control centres. Med centres are patch up jobs and you will still get low scores for health if thats the only option. Hospital cures people and can control infection.
I notice that one of the sims I was following had a car, but his rent was high, and so he ended up selling or getting rid of the car and walked, or took transit to get around.
A big trick is that the density demands are accurate, but track something non-intuitive. They aren't what you need to build, but what people are currently looking for, and most cims will look for low density first. If they can't find it for a while then they start looking to higher densities. This, combined with the fact that low density is REALLY inefficient for housing large numbers of people, means that low density demand will be effectively infinite, so you can always grow your city out by making suburbs, but you need to hold off on doing that for a bit if you want to start making more urbanized locations, which is critical to ensure affordable housing for higher value areas. Once you think of the density bars as less 'what you need' and more 'what will instantly be built once you place it' you can manage your city's growth much more easily.
Generally once the demand for low density 'breaks' and people start being willing to go for medium, you can continue to build medium and low without the demand for medium going away as long as you don't build low density too rapidly (Again because low density housing is so inefficient), so really its about getting that initial 'buffer' of people who are willing to live in medium density housing medium going.