I have been using a few plopable industries as anchors when starting cities. And it seems to me that while they employ lots of sims, when I look at the taxes in the finance window there is no revenue from industry. I think some of these are not paying taxes. For example, Newman Inc Grain Warehouse, by Citynut and Owosso Beet Sugar Factory, by jestarr. Could anyone confirm this? Is there a way to change it?
I know some plopable lots have "revenue subject to taxes." For example most of the plopable grocery stores.
I don't use ploppable RCI lots, so I can't tell for sure, but I think jestarr's Owosso Sugar Beets Factory is located in the Railway menu, and thus working as a freigth station, rather than an industrial ploppable.
The Newman Inc Granary is not from the rail menu. Transit can connect to it but it can't get through. I don't think it is operating as a freight station. I do not think it is paying taxes either. Is it not possible for TE'd lots to pay taxes?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FNewman_Inc-Granary.jpg&hash=7fd8786ee763414381f97fc1baf8bc70f4e45a56)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FNewman_Inc-Granary_TE.jpg&hash=9ca7f1de3c5d7076444794d350bc795a81fe027c)
The amount of jobs connected to a lot has no bearing on tax genrated by a lotand is a misconception most people make
Taxes in the game is calculated by 3 main factors, land value times building value times tax rate to give you the amount the building pays in taxes.
this ussually applies to only growable building as they are directly effected when and where they will grow by land value and building value and if they will grow by demand and tax rates. A plopable building can be placed anywhere and might have very low building value or it has been omitted altogether in the modding of the building giving it a value of zero, any number times by zero gives you zero or the number so small if the building value is very low it doesn not register giving the appearence of nothing.
Most plopable building actually cost you money in the placement and upkeep of the lot in question so when genrating plopable RCI building a lot of people omit or lower the value of it so the building does not become a money pit , eg landmarks, parks. Check the building with a modding tool to see the stats of the building in these areas.
Personelly I do not use plopable RCI buildings cause of this and other adverse effects they tend to have on demand, caps, and not starting comutes.
Also note that most growable Industry will cost money due to the power they consume. They money comes from the residential demand.
I was under the impression that land value had no effect on taxes. It is turned off in the Budget Simulator (and will work if you work it).
EDIT: They showed up for work after a few months, but the mine isn't paying taxes i think.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FShowed.jpg&hash=8e7b1d6602b1ee2cb1e972777c44fb5dfda291dd)
Aaargh! A worse example!
I have spent time considerable making nice for the gorgeous BRT MineCorp Coal Mine reward. As you can see below it has 8328 of 8458 jobs and not a single worker. Why? I dont see that it is paying any taxes either.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FBRT_MineCorp_Coal_Mine.jpg&hash=14c3ca4311948389bfa8dc59b5260ff027402a16)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FWorkers_none.jpg&hash=63279f3073d66a5d62af77fd578f1c841a815a1f)
In contrast here is the Safeway that inevitably opens up in my low-wealth areas. It pays its taxes, has some CS$ Jobs, and it has workers. It is terrific!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FSG_Safeway_Grocery_Store.jpg&hash=b720e67c305dd7b5bc2c651e35e6190dce9e8880)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FSafeway.jpg&hash=b53c10d097fc427ed9811fd2d5dd818a0829273f)
QuoteAs you can see below it has 8328 of 8458 jobs and not a single worker. Why? I dont see that it is paying any taxes either.
The Current Jobs only reports the amount of people who could work there, not the ones that actually do. The first number depends on desirability and other factors, and the second number is the maximum capacity.
As for plops not working correctly, it is probably better to make them growable.
The reason ploppable buildings won't pay taxes might be due to the zone they reside on.
Growable buildings always grow on zones (industrial or commercial in this case),
whereas, regardless where you plop a (functional) building, the zone will always become ploppable.
And maybe ploppable zones simple aren't considered at all in the tax calculation.
Hmm, I wonder: Do plopped commercials use airports?
RippleJet
QuoteThe reason ploppable buildings won't pay taxes might be due to the zone they reside on.
But some plopables do pay taxes. Note SG Safeway.
Quote from: dahemac on February 10, 2011, 06:13:11 PM
But some plopables do pay taxes. Note SG Safeway.
Do you derive that assumption from the text in the menu, or did you actually check the tax budget window for that? While ploppable commercials (and industrials) "sort of" work, the game was never designed to use them that way, so regardless how well the modding was done, they will never be equal to growables.
I am sure that most of SimGoober's plopable commercials have jobs and pay taxes. Here is an example of a city with nothing in it but the Safeway. Please note the tax revenue.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FSafeway_Only.jpg&hash=ffda90ab3a2c2472f50468e389a55ff454f13eff)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FSafeway_09_Percent.jpg&hash=14b13ce9bdb417888c85cc3fa402abfe9cf80a00)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.davemckay.ca%2F_Temp%2FSafeway_10_Percent.jpg&hash=12c0274c25842b9cb7c9d675f414684c84d664b8)
Shamefaced I am however. Owosso Beet Sugar Factory does pay taxes on about 6400 simoleans. So do the others. Newman Inc Grain Warehouse and Shipping pays taxes on about 10 000 simoleans. I just didn't pay close enough attention. &ops
Well you learn something new every couple of weeks.
Is there an expanded querie mod that would tell you more of this kind of information about lots?
Good to know that ploppable buildings do generate tax income. ;)
Quote from: dahemac on February 11, 2011, 02:32:49 PM
Is there an expanded querie mod that would tell you more of this kind of information about lots?
Not directly tax related, but the
Ctrl-Alt-Shift Query (http://sc4devotion.com/forums/index.php?topic=365.msg146125#msg146125) does give quite a lot more information.
Note that you need
Maxis' Extra Cheats (http://sc4devotion.com/forums/index.php?topic=9419.0) (uploaded on the LEX by
Buggi) for that query to work.
Each time you use that query it also generates a file called
Query.txt (http://sc4devotion.com/forums/index.php?topic=8870.0),
which contains quite a lot more information, especially regarding desirability factors.