History Main / NotInMyBackyard

23rd Dec '17 9:58:12 AM Jhonny
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* Roads themselves can also be affected by the [=NIMBY=] backlash depending on what type of road is constructed and where they are built. Multiple-lane roads, for example, are not desirable for certain areas such as rural community developments and low-density residential zones because of the traffic buildup which can lead to noise and air pollution. Single-lane roads, on the other hand, don't translate well in dense, urban areas for pretty much the same reasons as multiple-lane roads are in rural areas; only the traffic is far more of an issue than pollution.

to:

* Roads themselves can also be affected by the [=NIMBY=] backlash depending on what type of road is constructed and where they are built. Multiple-lane roads, for example, are not desirable for certain areas such as rural community developments and low-density residential zones because of the traffic buildup which can lead to noise and air pollution. Single-lane roads, on the other hand, don't translate well in dense, urban areas for pretty much the same reasons as multiple-lane roads are in rural areas; only the traffic is far more of an issue than pollution. Of course there is the whole issue of roads causing traffic by their mere existence and hence widening roads almost never solves any problem and residents near streets that are proposed to be widened are likely against said widening, especially if they do not use cars all that often or at all.
23rd Dec '17 12:46:05 AM Yalsaris63
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* Roads themselves can also be affected by the [=NIMBY=] backlash depending on what type of road is constructed and where they are built. Multiple-lane roads, for example, are not desirable for certain areas such as rural community developments and low-density residential zones because of the traffic buildup which can lead to noise and air pollution. Single-lane roads, on the other hand, don't translate well in dense, urban areas for pretty much the same reasons as multiple-lane roads are in rural areas; only the traffic is far more of an issue than pollution.



* Roads themselves can also be affected by the [=NIMBY=] backlash depending on what type of road is constructed and where they are built. Multiple-lane roads, for example, are not desirable for certain areas such as rural community developments and low-density residential zones because of the traffic buildup which can lead to noise and air pollution. Single-lane roads, on the other hand, don't translate well in dense, urban areas for pretty much the same reasons as multiple-lane roads are in rural areas; only the traffic is far more of an issue than pollution.

to:

* Roads themselves can also be affected by the [=NIMBY=] backlash depending on what type of road is constructed and where they are built. Multiple-lane roads, for example, are not desirable for certain areas such as rural community developments and low-density residential zones because of the traffic buildup which can lead to noise and air pollution. Single-lane roads, on the other hand, don't translate well in dense, urban areas for pretty much the same reasons as multiple-lane roads are in rural areas; only the traffic is far more of an issue than pollution.
23rd Dec '17 12:45:43 AM Yalsaris63
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to:

* Roads themselves can also be affected by the [=NIMBY=] backlash depending on what type of road is constructed and where they are built. Multiple-lane roads, for example, are not desirable for certain areas such as rural community developments and low-density residential zones because of the traffic buildup which can lead to noise and air pollution. Single-lane roads, on the other hand, don't translate well in dense, urban areas for pretty much the same reasons as multiple-lane roads are in rural areas; only the traffic is far more of an issue than pollution.
1st Dec '17 8:48:27 PM Yalsaris63
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* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution as well. Small, two-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because they generate a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Six-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as they generate a lot of ground-level noise thanks to major traffic buildup. Four-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.

to:

* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution as well. Small, two-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because they generate a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Six-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as they generate a lot of ground-level noise thanks to major traffic buildup. Four-lane roads serve a comfortable middle ground between one-lane two-lane and three-lane six-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.
1st Dec '17 8:47:19 PM Yalsaris63
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* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution as well. Small, one-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because they generate a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as they generate a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.

to:

* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution as well. Small, one-lane two-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because they generate a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane Six-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as they generate a lot of ground-level noise thanks to major traffic buildup. Two-lane Four-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.
1st Dec '17 8:38:39 PM Yalsaris63
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* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution as well. Small, one-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because it generates a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as it generates a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.

to:

* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution as well. Small, one-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because it generates they generate a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as it generates they generate a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.
1st Dec '17 8:37:07 PM Yalsaris63
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* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution too. Small, one-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because it generates a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as it generates a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.

to:

* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution too.as well. Small, one-lane roads don't generate much noise and are ideal for low-density residential and commercial areas but high-density zones dislike them because it generates a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as it generates a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.
1st Dec '17 8:34:03 PM Yalsaris63
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* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution too. Small, one-lane roads don't generate much noise and are ideal for most residential areas but high-density areas dislike them because it generates a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as it generates a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.

to:

* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution too. Small, one-lane roads don't generate much noise and are ideal for most low-density residential and commercial areas but high-density areas zones dislike them because it generates a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as it generates a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.
1st Dec '17 8:31:35 PM Yalsaris63
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* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.

to:

* ''VideoGame/CitiesSkylines'' features a similar [=NIMBY=] system as the ''[=SimCity=]'' example above. However, you now have to factor what you should and should not build in your zones. For example, lumping in industrial zones right next to your residential areas will pollute the water system and makes your citizens sick and forces the medical service buildings (if you have any built in your city) to dispatch ambulances to pick up your ill citizens and send them to the nearest medical service building for treatment. This also applies if you connect any water pipe from a residential zone to an industrial zone regardless if your industrial areas are built away from your residential ones; no matter if you have water treatment facilities to deal with the wastewater buildup, the consequences will remain the same until you appropriately fix them. Also debuting in this game is the introduction of noise pollution. Even otherwise non-ground polluting buildings should be built away from residential zones as your citizens will complain about the noise and eventually will get sick due to vertigo or hearing damage caused by your noise-generating buildings. The construction of roads also influence the amount of noise pollution too. Small, one-lane roads don't generate much noise and are ideal for most residential areas but high-density areas dislike them because it generates a lot of traffic due to so many vehicles using up a single lane at once and therefore contributes to noise buildup. Three-lane roads are generally suited to industrial and high-density commercial zones but not for residential ones as it generates a lot of ground-level noise thanks to major traffic buildup. Two-lane roads serve a comfortable middle ground between one-lane and three-lane roads and are suited to any buildable zone except low-density residential areas. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.
18th Aug '17 8:47:27 AM john_e
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Added DiffLines:

* One event in ''VideoGame/YesPrimeMinister'' the chief of the Electricity Board makes a request for a new nuclear power station to be built. If Hacker decides to build the plant, he's told it will be built at Fowey, where he has family, and promptly rejects the idea. If he turns the plant down, the chief says that he'd be happy to have one built in ''his'' back garden... only to backpedal immediately when Hacker takes him at his word.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NotInMyBackyard