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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. Some coastal cities instead [[TakeAThirdOption make new land to put the airport on]], which mostly solves the problems of expensive real estate (although reclaiming land can itself be expensive) and complaining neighbours, although noise from planes flying over populated areas can still be a problem (for instance, one of the runways at Boston's Logan Airport is only allowed to handle flights departing or arriving over the harbour, and there is a hotel immediately to the northwest of the airport which was built specifically to make it impossible for said runway to be extended any further in that direction).

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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. For instance, Munich's airport for instance was relocated in 1992 to be almost 30 km North 30km north of the city city, while Denver's airport was relocated in 1995 to be 40km away from downtown, and similar things are planned for Berlin or London, though they are running into NIMBY problems at the new sites, naturally. Some coastal cities instead [[TakeAThirdOption make new land to put the airport on]], which mostly solves the problems of expensive real estate (although reclaiming land can itself be expensive) and complaining neighbours, although noise from planes flying over populated areas can still be a problem (for instance, one of the runways at Boston's Logan Airport is only allowed to handle flights departing or arriving over the harbour, and there is a hotel immediately to the northwest of the airport which was built specifically to make it impossible for said runway to be extended any further in that direction).
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Website has gone offline.


For the webcomic of the same name, go [[Webcomic/NotInMyBackyard here]].


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For the webcomic of the same name, go [[Webcomic/NotInMyBackyard here]].

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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.]]
Story]]
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* One episode of ''Series/YesMinister'' centers around Sir Humphrey trying to get Ministerial approval for a new chemical plant intended to make something called Dioxin. Unfortunately, since the chemical's name is similar to Metadioxin, which was involved in a recent toxic spill incident on the Continent, there's a big NIMBY lobby to prevent mass production of Dioxin anywhere near anyplace anyone lives, even though Dioxin is harmless.

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* One episode of ''Series/YesMinister'' centers around Sir Humphrey trying to get Ministerial approval for a new chemical plant intended to make something called Dioxin. Metadioxin. Unfortunately, since the chemical's name is similar to Metadioxin, Dioxin, which was involved in a recent toxic spill incident on the Continent, there's a big NIMBY lobby to prevent mass production of Dioxin Metadioxin anywhere near anyplace anyone lives, even though Dioxin Metadioxin is harmless.
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* One episode of ''Series/YesMinister'' centers around Sir Humphrey trying to get Ministerial approval for a new chemical plant intended to make something called Dioxin. Unfortunately, since the chemical's name is similar to Metadioxin, which was involved in a recent toxic spill incident on the Continent, there's a big NIMBY lobby to prevent mass production of Dioxin anywhere near anyplace anyone lives, even though Dioxin is harmless.
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* In the '90s ''WesternAnimation/{{Teenage Mutant Ninja Turtles|1987}}'' cartoon; Shredder and Baxter were raiding a hidden science testing facility deep in the bad part New York City. When asked why it was ''here'' of all places by Baxter, Shredder replies on how it's because "if it blows up the neighborhood, nobody cares."

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* In the '90s ''WesternAnimation/{{Teenage Mutant Ninja Turtles|1987}}'' cartoon; Shredder and Baxter were raiding a hidden science testing facility deep in the bad part New York City. When asked why it was ''here'' of all places by Baxter, Shredder replies on how it's because "if it blows up the neighborhood, nobody cares."" A variation in the formula as its existence is supposed to be a secret, let alone desirable at all, it is the ''consequences'' of its presence that lead to the double-standard as it will make less of an impact because of its placement.
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* The issue of whether to allow more higher density housing development in urban and suburban areas became a major political issue at the state and local level in California and throughout American cities in the 2010's. The crash of the construction industry in the 2008 recession followed by rapid job growth in urban areas and a "return to the city" movement led to skyrocketing rents in urban areas and calls for increased housing production. This pitted self-proclaimed [=YIMBYs=][[note]]Yes In My Backyard[[/note]], a younger pro-growth and development faction, against "[=NIMBY=]" groups consisting of older homeowners concerned about "neighborhood character" and home values and sometimes allied with lower-income organizations concerned that new housing construction would gentrify their neighborhoods. This led to the seemingly dry topic of zoning becoming a polarized political topic that cut across [[UsefulNotes/AmericanPoliticalSystem party lines]], with some Democrats allied with Republicans to eliminate single-family zoning [[note]]areas where only stand-alone houses with yards can legally be built[[/note]], while other Democrats working with other Republicans to defend it.
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** Many cities have implemented quiet zones where train horns cannot be sounded, either at night or at all, except in emergencies; some commuter railroads such as Caltrain and Metrolink circumvented this by using quieter horns (that tend to sound unpleasant compared to the horns they replaced). Quiet zones tend to be reviled for two reasons: 1) Accident rates tend to shoot up in quiet zones because of inattentive pedestrians and drivers, and 2) trainspotters love train horns.
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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 two-lane and 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=]''.

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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 two-lane and six-lane roads and are suited to any buildable zone except low-density residential areas. On the other hand, office zones are the only buildable zones that do not particularly complain about what type of road is constructed in their areas so you can build them at your leisure. Ironically, the game does not feature air pollution generated from any of the buildings unlike ''[=SimCity=]''.
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Not an example.


* Averted in [[UsefulNotes/{{Iceland}} Reykjavík]], where Iceland’s oldest prison, [[https://en.wikipedia.org/wiki/Hegningarh%C3%BAsi%C3%B0 Hegningarhúsið]], is still in (partial) use.
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Compare to OriginalPositionFallacy, in which people demand something while assuming they will benefit from it or not be subject to the downsides.
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** You also have to take into account where you're going to dump your waste water. The game features realistic water flow -- [[ShownTheirWork yes, they had the staff learn Navier-Stokes equations and partial differential vector calculus]] -- which means you'd better make sure your poop water won't get sucked by a water pump downstream or get trapped in a stagnant pool.

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** You also have to take into account where you're going to dump your waste water. The game features realistic water flow -- [[ShownTheirWork yes, they had the staff learn Navier-Stokes equations and partial differential vector calculus]] calculus, computational fluid dynamics and Navier-Stokes equations]] -- which means you'd better make sure your poop water won't get sucked by a water pump downstream or get trapped in a stagnant pool.
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** You also have to take into account where you're going to dump your waste water. The game features realistic water flow -- [[ShownTheirWork yes, they had the staff learn partial differential vector calculus and the Navier-Stokes equations]] -- which means you'd better make sure your poop water won't get sucked by a water pump downstream or get trapped in a stagnant pool.

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** You also have to take into account where you're going to dump your waste water. The game features realistic water flow -- [[ShownTheirWork yes, they had the staff learn Navier-Stokes equations and partial differential vector calculus and the Navier-Stokes equations]] calculus]] -- which means you'd better make sure your poop water won't get sucked by a water pump downstream or get trapped in a stagnant pool.
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** You also have to take into account where you're going to dump your waste water. The game features realistic water flow -- [[ShownTheirWork yes, they had the staff learn partial differential vector calculus and the Navier-Stokes equations]] -- which means you'd better make sure your poop water won't get sucked by a water pump downstream or get trapped in a stagnant pool.
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[[folder:Webcomics]]
* According to ''Webcomic/SaturdayMorningBreakfastCereal'', [[https://www.smbc-comics.com/comic/nimby NIMBYism is responsible for mankind's rapid expansion across the earth]]; whenever someone wanted to do something, someone else would object, and so the first person would have to move further and further away from civilization to do it. Now that the world is mapped, it appears to be a problem... except the most [=NIMBYistic=] people, the rich, are the ones funding private spaceflight...
[[/folder]]
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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.

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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 [[Administrivia/TropesAreTools 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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removed redlink to a nonexistant page


* 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. Some coastal cities instead [[TakeAThirdOption make new land to put the airport on]], which mostly solves the problems of expensive real estate (although reclaiming land can itself be expensive) and complaining neighbours, although noise from planes flying over populated areas can still be a problem (for instance, one of the runways at UsefulNotes/Boston's Logan Airport is only allowed to handle flights departing or arriving over the harbour, and there is a hotel immediately to the northwest of the airport which was built specifically to make it impossible for said runway to be extended any further in that direction).

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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. Some coastal cities instead [[TakeAThirdOption make new land to put the airport on]], which mostly solves the problems of expensive real estate (although reclaiming land can itself be expensive) and complaining neighbours, although noise from planes flying over populated areas can still be a problem (for instance, one of the runways at UsefulNotes/Boston's Boston's Logan Airport is only allowed to handle flights departing or arriving over the harbour, and there is a hotel immediately to the northwest of the airport which was built specifically to make it impossible for said runway to be extended any further in that direction).
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** They then visit the stamp museum and complain about how long the journey took.

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** They then visit the stamp museum and complain about how long the journey took. Homer is even more distraught when he discovers that Lenny has been making a good amount of money using his own property as an overflow parking lot for the museum tourists.
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* This is a particularly curly issue in the quiet island of Tasmania, with efforts to push out industry and keep the environment serene and untouched. The issue is a long and storied one, with the NIMBY side opposing the pollution of the proposed pulp mill; with some going as far as vowing their blood will stain the wattle before it gets built, and the YIMBY side wanting more progress, development and employment opportunities. Both sides have a valid argument but who is in the right [[RuleOfCautiousEditingJudgment is not something this is the place to discuss.]]

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* This is a particularly curly issue in the quiet island of Tasmania, with efforts to push out industry and keep the environment serene and untouched. The issue is a long and storied one, with the NIMBY side opposing the pollution of the proposed pulp mill; with some going as far as vowing their blood will stain the wattle before it gets built, and the YIMBY side wanting more progress, development and employment opportunities. Both sides have a valid argument but who is in the right [[RuleOfCautiousEditingJudgment [[Administrivia/RuleOfCautiousEditingJudgment is not something this is the place to discuss.]]
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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.

to:

* 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. Some coastal cities instead [[TakeAThirdOption make new land to put the airport on]], which mostly solves the problems of expensive real estate (although reclaiming land can itself be expensive) and complaining neighbours, although noise from planes flying over populated areas can still be a problem (for instance, one of the runways at UsefulNotes/Boston's Logan Airport is only allowed to handle flights departing or arriving over the harbour, and there is a hotel immediately to the northwest of the airport which was built specifically to make it impossible for said runway to be extended any further in that direction).

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I'm not sure what this is referencing but it looks like irrelevant political stuff.


* Casinos. They are supposed to solve a tax problem for the whole county or state. (Remember all that lottery money that was ''supposed'' to go to education?) The builders tend to put them in places that are conveniently away from most people, but the local residents have to deal with the increased traffic, inconvenience of the construction machines in the area and such. BUT, since ''the whole county'' votes on whether or not to grant zone variance(s) to allow the building, the locals are out-voted by the people who won't have to deal with the headaches that are created.

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* Casinos. They are supposed to solve a tax problem for the whole county or state. (Remember all that lottery money that was ''supposed'' to go to education?) The builders tend to put them in places that are conveniently away from most people, but the local residents have to deal with the increased traffic, inconvenience of the construction machines in the area and such. BUT, since ''the However, because the whole county'' county votes on whether or not to grant zone variance(s) to allow the building, the locals are out-voted by the people who won't have to deal with the headaches that are created.
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* In ''Series/StarTrekVoyager'', taking Not In My Backyard to its logical extreme, the Malon are a race that never bothered to develop clean ways of disposing of waste, because they simply shipped it all off to somewhere else, a long way away.

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* In ''Series/StarTrekVoyager'', taking Not In My Backyard to its logical extreme, the Malon are a race that never bothered to develop clean ways of disposing of waste, because they simply shipped it all off to somewhere else, a long way away. When Janeway offers a Malon captain a way to neutralize waste safely without hauling it all the way to an empty part of space, she fails to realize that hauling waste is ''his livelihood'', so he naturally rejects her offer (clearly not thinking that he could make a fortune with his new "invention" back home).
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* This is the title of ''MidsomerMurders'' episode in which an unpopular real estate development planned for a small village results in murder.

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* This is the title of ''MidsomerMurders'' ''Series/MidsomerMurders'' episode in which an unpopular real estate development planned for a small village results in murder.
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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.

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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. 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.

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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.
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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.
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; 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=]''.
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; 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=]''.
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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=]''.

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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 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=]''.
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; 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=]''.

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