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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=]''.

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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 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=]''.
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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=]''.
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* 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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* ''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. 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.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=]''.
Is there an issue? Send a MessageReason:
None


* ''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. 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.ones; no matter if you have water treatment facilities to deal with the wastewater buildup. 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=]''.
Is there an issue? Send a MessageReason:
None

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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. 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=]''.
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needs citation


* Highways and freeways. They make things easier for business and tourists, but also bring in a lot of noise and pollution. Residential areas are kept away from these for just these two reasons, and mostly businesses and public service buildings are near them. In the US, highways were built right through cities in the 1950s and the next two or three decades. Why was there no major uproar? Well, the [[UnfortunateImplications neighborhoods they went through]] were mostly inhabited by black and/or poor people who had no political lobby (and often couldn't even vote), something which is an all too common "solution" for [=NIMBYism=]. Only when highways started to be planned to tear down middle class and white neighborhoods did the "freeway revolts" get going in earnest, stopping many projects in their tracks.

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* Highways and freeways. They make things easier for business and tourists, but also bring in a lot of noise and pollution. Residential areas are kept away from these for just these two reasons, and mostly businesses and public service buildings are near them. In the US, highways were built right through cities in the 1950s and the next two or three decades. Why was there no major uproar? Well, the [[UnfortunateImplications neighborhoods they went through]] through were mostly inhabited by black and/or poor people who had no political lobby (and often couldn't even vote), something which is an all too common "solution" for [=NIMBYism=]. Only when highways started to be planned to tear down middle class and white neighborhoods did the "freeway revolts" get going in earnest, stopping many projects in their tracks.
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comment bug


* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words. [[note]] The line in question reads "Kritiker sehen in den im Abstand von rund 20 km liegenden Stationen Limburg und Montabaur das Ergebnis einer politischen Erpressung." - "Critics see the stations Limburg and Montabaur which are about 20 km from each other as the result of political blackmail"[[/note]]

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* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line org/wiki/Köln–Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words. [[note]] The line in question reads "Kritiker sehen in den im Abstand von rund 20 km liegenden Stationen Limburg und Montabaur das Ergebnis einer politischen Erpressung." - "Critics see the stations Limburg and Montabaur which are about 20 km from each other as the result of political blackmail"[[/note]]
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-->-'''[[Series/BlueHeelers Tom Croydon,]]''' [[{{Novelization}} Tom's Story.]]

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-->-'''[[Series/BlueHeelers -->--'''[[Series/BlueHeelers Tom Croydon,]]''' [[{{Novelization}} Tom's Story.]]
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* A version of ''TabletopGame/{{Monopoly}}'' called ''Monopoly City'' has a game mechanic where building unpleasant things, such as sewage treatment plants, can reduce the desirability of nearby locations, with the in-game effect being a reduction in the price of their land and properties on them.
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Also known as [[FunWithAcronyms NIMBY]]. There is apparently a more extreme version that does believe that everything noisy, smelly, polluting, dangerous or ugly should be built in the middle of nowhere, dubbed "[=BANANAs=]" - "Build Absolutely Nothing Anywhere Near Anyone", which is a viable option... [[EasyLogistics in some video games]].

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Also known as [[FunWithAcronyms NIMBY]]. There is apparently a more extreme version that does believe that everything noisy, smelly, polluting, dangerous or ugly should be built in the middle of nowhere, nowhere and will oppose projects even if they're built nowhere near them, dubbed "[=BANANAs=]" - "Build Absolutely Nothing Anywhere Near Anyone", which is a viable option... [[EasyLogistics in some video games]].
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An often overlooked aspect of [=NIMBYism=] is the fear of the unknown. Projects that are dissimilar to those already up and running in the same area have a harder time convincing people. Say for instance a new light rail line is planned. In Germany or France, most people are familiar with light rail lines and have either lived near one in the past or seen one on holidays. In the US, most people don't know the first thing about them and thus fears are naturally bigger and [[ScareCampaign easier to exploit through political ads]]. Often people cannot possibly comprehend their own or other people's erstwhile opposition once the project is completed, as the benefits become apparent and the downsides turn out to have been exaggerated.
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* Highways and freeways. They make things easier for business and tourists, but also bring in a lot of noise and pollution. Residential areas are kept away from these for just these two reasons, and mostly businesses and public service buildings are near them.

to:

* Highways and freeways. They make things easier for business and tourists, but also bring in a lot of noise and pollution. Residential areas are kept away from these for just these two reasons, and mostly businesses and public service buildings are near them. In the US, highways were built right through cities in the 1950s and the next two or three decades. Why was there no major uproar? Well, the [[UnfortunateImplications neighborhoods they went through]] were mostly inhabited by black and/or poor people who had no political lobby (and often couldn't even vote), something which is an all too common "solution" for [=NIMBYism=]. Only when highways started to be planned to tear down middle class and white neighborhoods did the "freeway revolts" get going in earnest, stopping many projects in their tracks.



* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words. [[note]] The line in question reads "Kritiker sehen in den im Abstand von rund 20 km liegenden Stationen Limburg und Montabaur das Ergebnis einer politischen Erpressung." - Critics see the stations Limburg and Montabaur which are about 20 km from each other as the result of political blackmail"[[/note]]
* Big infrastructure projects are very prone to this and NIMBY s are one of the main reasons why many a project has spent decades in DevelopmentHell, even if it was approved in a ballot measure by supermajorities or basically all political parties agree it to be the best thing since sliced bread. [[TropesAreNotBad On the other hand]], NIMBY concerns have on occasion kept cities from making disastrous decisions and some politicians are even able to admit [[JerkassHasAPoint that the NIMBYs were right]], decades after the fact.

to:

* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words. [[note]] The line in question reads "Kritiker sehen in den im Abstand von rund 20 km liegenden Stationen Limburg und Montabaur das Ergebnis einer politischen Erpressung." - Critics "Critics see the stations Limburg and Montabaur which are about 20 km from each other as the result of political blackmail"[[/note]]
* Big infrastructure projects are very prone to this and NIMBY s [=NIMBYs=] are one of the main reasons why many a project has spent decades in DevelopmentHell, even if it was approved in a ballot measure by supermajorities or basically all political parties agree it to be the best thing since sliced bread. [[TropesAreNotBad On the other hand]], NIMBY concerns have on occasion kept cities from making disastrous decisions and some politicians are even able to admit [[JerkassHasAPoint that the NIMBYs were right]], decades after the fact.
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* Train tracks. Nobody wants to be woken up by that train that goes through at 3:00 in the morning. Some people also have safety concerns about train tracks; if a freight train derails while transporting toxic or explosive materials, you don't want to be anywhere nearby. This was grimly illustrated by the [[https://en.wikipedia.org/wiki/Lac-Mégantic_rail_disaster 2013 Lac-Mégantic rail disaster]].

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* Train tracks.tracks - especially if they are only or mostly used by freight trains. Nobody wants to be woken up by that train that goes through at 3:00 in the morning. Some people also have safety concerns about train tracks; if a freight train derails while transporting toxic or explosive materials, you don't want to be anywhere nearby. This was grimly illustrated by the [[https://en.wikipedia.org/wiki/Lac-Mégantic_rail_disaster 2013 Lac-Mégantic rail disaster]].
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* Airports. They're obviously useful for travel, but few people want to live that close to one or have them open up a new runway/terminal near their house due to the noise and possible pollution.

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* Airports. They're obviously useful for travel, but few people want to live that close to one or have them open up a new runway/terminal near their house due to the noise and possible pollution. Furthermore, land close to the city center can be expensive. Those two things have combined in making airports farther and farther out more and more common. Munich's airport for instance was relocated in 1992 to be almost 30 km North of the city and similar things are planned for Berlin or London, though they are running into NIMBY problems at the new sites, naturally.
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I stood below a wind turbine more than once; I heard nothing.


* For other forms of energy production: wind turbines. They might be better for the environment than huge power plants but when they're in operation they're ''very'' noisy.

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* For other forms of energy production: wind turbines. They might be better for the environment than huge power plants but when they're in operation they're ''very'' noisy.some of them can be quite noisy (or at the very least be perceived that way) and their shadows and reflections can be irritating
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While it might be rather selfish to want the benefits of such amenities while declaring the downsides to [[BystanderSyndrome not be their problem]], it can be justified - there is little to no reward for living nearby, and often the decrease in housing prices actually punishes the neighbours on top of the lowered quality of life. It's not necessarily hypocritical except in Zero-sum situations where they [[{{Jerkass}} want the good]] [[BystanderSyndrome without the bad]].

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While it might be rather selfish to want the benefits of such amenities while declaring the downsides to [[BystanderSyndrome not be their problem]], it can be justified - there is little to no reward for living nearby, and often the decrease in housing prices property values actually punishes the neighbours on top of the lowered quality of life. It's not necessarily hypocritical except in Zero-sum situations where they [[{{Jerkass}} want the good]] [[BystanderSyndrome without the bad]].
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* Train tracks. Nobody wants to be woken up by that train that goes through at 3:00 in the morning. Some people also have safety concerns about train tracks; if a freight train derails while transporting toxic or explosive materials, you don't want to be anywhere nearby. This was grimly illustrated by the [[https://en.wikipedia.org/wiki/Lac-M%C3%A9gantic_rail_disaster 2013 Lac-Mégantic rail disaster]].

to:

* Train tracks. Nobody wants to be woken up by that train that goes through at 3:00 in the morning. Some people also have safety concerns about train tracks; if a freight train derails while transporting toxic or explosive materials, you don't want to be anywhere nearby. This was grimly illustrated by the [[https://en.wikipedia.org/wiki/Lac-M%C3%A9gantic_rail_disaster org/wiki/Lac-Mégantic_rail_disaster 2013 Lac-Mégantic rail disaster]].
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* There's an episode of ''WesternAnimation/TheSimpsons'' where a [[MuseumOfBoredom stamp museum]] is being built directly behind the Simpsons' house. The family aren't best pleased at having a construction site practically in their back garden, and successfully lobby to have it moved - it's shifted onto the site of Springfield Cemetery, which is promptly moved behind the Simpsons' house, giving Lisa nightmares.

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* There's an episode of In ''WesternAnimation/TheSimpsons'' where episode "The Girl who Slept too Little", a [[MuseumOfBoredom stamp museum]] is being built directly behind the Simpsons' house. The family aren't best pleased at having a construction site practically in their back garden, and successfully lobby to have it moved - it's shifted onto the site of Springfield Cemetery, which is promptly moved behind the Simpsons' house, giving Lisa nightmares.
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* Big infrastructure projects are very prone to this and NIMBYs are one of the main reasons why many a project has spent decades in DevelopmentHell, even if it was approved in a ballot measure by supermajorities or basically all political parties agree it to be the best thing since sliced bread. [[TropesAreNotBad On the other hand]], NIMBY concerns have on occasion kept cities from making disastrous decisions and some politicians are even able to admit [[JerkassHasAPoint that the NIMBYs were right]], decades after the fact.

to:

* Big infrastructure projects are very prone to this and NIMBYs NIMBY s are one of the main reasons why many a project has spent decades in DevelopmentHell, even if it was approved in a ballot measure by supermajorities or basically all political parties agree it to be the best thing since sliced bread. [[TropesAreNotBad On the other hand]], NIMBY concerns have on occasion kept cities from making disastrous decisions and some politicians are even able to admit [[JerkassHasAPoint that the NIMBYs were right]], decades after the fact.
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* Big infrastructure projects are very prone to this and NIMBYs are one of the main reasons why many a project has spent decades in DevelopmentHell, even if it was approved in a ballot measure by supermajorities or basically all political parties agree it to be the best thing since sliced bread. [[TropesAreNotBad On the other hand]], NIMBY concerns have on occasion kept cities from making disastrous decisions and some politicians are even able to admit [[JerkassHasAPoint that the NIMBYs were right]], decades after the fact.
Is there an issue? Send a MessageReason:
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* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words. [[note:]] The line in question reads "Kritiker sehen in den im Abstand von rund 20 km liegenden Stationen Limburg und Montabaur das Ergebnis einer politischen Erpressung." - Critics see the stations Limburg and Montabaur which are about 20 km from each other as the result of political blackmail"[[/note]]

to:

* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words. [[note:]] [[note]] The line in question reads "Kritiker sehen in den im Abstand von rund 20 km liegenden Stationen Limburg und Montabaur das Ergebnis einer politischen Erpressung." - Critics see the stations Limburg and Montabaur which are about 20 km from each other as the result of political blackmail"[[/note]]
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None


* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words.

to:

* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words. [[note:]] The line in question reads "Kritiker sehen in den im Abstand von rund 20 km liegenden Stationen Limburg und Montabaur das Ergebnis einer politischen Erpressung." - Critics see the stations Limburg and Montabaur which are about 20 km from each other as the result of political blackmail"[[/note]]
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* The inversion of this trope can also be problematic. Say you want to build a new [[https://en.wikipedia.org/wiki/K%C3%B6ln%E2%80%93Frankfurt_high-speed_rail_line hyperfast train line]], to link - well I don't know maybe the fourth largest city and a major banking center of your country - of course you would want it to stop only very rarely or not at all between either terminus. But to get the whole thing built, you have to get the agreement of local politicians. Who of course want to have a stop in their district. Cue two stops twenty kilometers apart, which are - even in the [[https://de.wikipedia.org/wiki/Bahnhof_Montabaur#Kritik German Wikipedia entry]] - said to be a result of political blackmail in so many words.
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* ''{{Constructor}}'': High-level tenants are conscious of their neighbors, especially if you group Nerds together with noisy Hippies on the same estate. They also tend to demand more costly fences. The most expensive one is the Insurmountable Monolith, which more closely resembles the Berlin Wall. Only Yuppies want to live next to this monstrosity, which they dub "Art Deco".
* In ''{{Pharaoh}}'', there are many buildings that produce various entertainers and service providers required to keep your citizens happy. Unfortunately, while the walkers are welcome, the ''buildings'' themselves are not. Reasons range from the sensible (industrial buildings are ugly, noisy and smelly) to FridgeLogic (people coming and going from the dance school)[[note]]The conservative, gods-fearing Egyptians don't like the unruly liberal artists.[[/note]]. Most cities end up with [[DoesThisRemindyouOfAnything a few zones of highly-developped housing, requiring vast slums of workers to keep the rich society's services running correctly]].

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* ''{{Constructor}}'': ''VideoGame/{{Constructor}}'': High-level tenants are conscious of their neighbors, especially if you group Nerds together with noisy Hippies on the same estate. They also tend to demand more costly fences. The most expensive one is the Insurmountable Monolith, which more closely resembles the Berlin Wall. Only Yuppies want to live next to this monstrosity, which they dub "Art Deco".
* In ''{{Pharaoh}}'', ''VideoGame/{{Pharaoh}}'', there are many buildings that produce various entertainers and service providers required to keep your citizens happy. Unfortunately, while the walkers are welcome, the ''buildings'' themselves are not. Reasons range from the sensible (industrial buildings are ugly, noisy and smelly) to FridgeLogic (people coming and going from the dance school)[[note]]The conservative, gods-fearing Egyptians don't like the unruly liberal artists.[[/note]]. Most cities end up with [[DoesThisRemindyouOfAnything a few zones of highly-developped housing, requiring vast slums of workers to keep the rich society's services running correctly]].
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** It doesn't end at industrial sites, in some areas there are rules in regards to anything from whether a building is allowed to be a certain height or design to what renovations and extensions a home owner can have, to keep in line with the heritage of the area for example. Even when there's not the NIMBY go BANANAS and go up in srms over ThereShouldBeALaw.

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** It doesn't end at industrial sites, in some areas there are rules in regards to anything from whether a building is allowed to be a certain height or design to what renovations and extensions a home owner can have, to keep in line with the heritage of the area for example. Even when there's not the NIMBY go BANANAS and go up in srms arms over ThereShouldBeALaw.
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* Train tracks. Nobody wants to be woken up by that train that goes through at 3:00 in the morning. Some people also have safety concerns about train tracks; if a freight train derails while transporting toxic or explosive materials, you don't want to be anywhere nearby. This was grimly illustrated by the [[2013 Lac-Mégantic disaster https://en.wikipedia.org/wiki/Lac-M%C3%A9gantic_rail_disaster]].

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* Train tracks. Nobody wants to be woken up by that train that goes through at 3:00 in the morning. Some people also have safety concerns about train tracks; if a freight train derails while transporting toxic or explosive materials, you don't want to be anywhere nearby. This was grimly illustrated by the [[2013 Lac-Mégantic disaster https://en.[[https://en.wikipedia.org/wiki/Lac-M%C3%A9gantic_rail_disaster]].org/wiki/Lac-M%C3%A9gantic_rail_disaster 2013 Lac-Mégantic rail disaster]].
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[[folder:Comic Books]]

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[[folder:Comic Books]]Strips]]
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* Train tracks. Nobody wants to be woken up by that train that goes through at 3:00 in the morning.

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* Train tracks. Nobody wants to be woken up by that train that goes through at 3:00 in the morning. Some people also have safety concerns about train tracks; if a freight train derails while transporting toxic or explosive materials, you don't want to be anywhere nearby. This was grimly illustrated by the [[2013 Lac-Mégantic disaster https://en.wikipedia.org/wiki/Lac-M%C3%A9gantic_rail_disaster]].

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