SimCity Societies/Industrial

Industrial cities, the place centred on work and exporting. A Sim’s happiness goes down dramatically fast, so if you don't care about a cities look, it is suggested to put in fun city venues so your Sims can produce more material. As the city grows more Industrial in theme, it resembles something out a 20's/30's film.

Housing in the industrial city
With slum apartments, run down tenants and pretty bad apartments, with these houses effecting Sims negatively always keep venues close or they is a big chance Sims will go rouge shutting down business and ruining your city. This is contrast by the well to do side of town which relies on productivity, buildings like Office Buildings help produce Productivity but very vulnerable to being shut down. Once you reached 80 productivity, you can replace or supplant newcomers with Housing Projects which do not generate undesirability but provides a good amount of workers and 2 Productivity per building. However they also generate burglars which steal private upgrades from Private Housing.

Workplaces
Production Drive, Production Drive, Production Drive. The major moneymakers in an industrial city are the production drive skill. At first these workplaces have 5 day workday buildings which means you need a perfect attendance to ensure at the end of every Friday your building is ready to ship out whatever they are making. They are also an eyesore and should be built near run down buildings to ensure a nearby workplace and venue access.

Venues
Most if not all of major venues of a worker in the industrial City are alcohol related, you got your dives and speakeasys to quench the thirst of a laborer and gambling venues to gamble away their earnings while the good side of town enjoys an suburban life. Balancing out the venues to make sure they don't touch the nice part of town is the hard part. Due to the increased amount of pickpockets, drunk sims will find themselves quickly robbed of what's left of their savings.

Power Usage
With all the jobs in an industrial city it takes up a lot of power, for this you have two options.
 * 1) Super coal plant which produces the most energy in the game with a high co2 output and puts a more realistic feel on your city.
 * 2) Nuclear power plant which produces only 500 less energy than super coal plants and is good for the environment. The only bad thing is that the building is clean and ugly compared to the rest of your city.

Transportation
In these cities not every one can afford a car, so bus stops and subways are a must.

Since the workplaces give out very little pay, this also contradicts to the poor housing. Subways and bus stops are a must, and it will also reduce some CO2 emission and will put all the blame on your industrial workplaces and maybe if you're a little cruel you could put 2 coal power plants near the housing as most of the housing generates undesirability and thus unaffected by any penalties.

Crime
In these cities crime will be a passive factor in the city. The nature of the Venues will most certainly attract a criminal sim of any kind with pickpockets making the biggest factor of the situation. Prisons will need to be constructed for the huge amount of protesting sims while Corrupt Police Stations will add more revenue from syndicate structures that pop up to earn a good deal of side income to the city.