• Moose

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About This File

Firstly, here are the aspects of the game that I think need some tweaked.
 
1. Why tax income are very low, whereas country's revenue mostly come from tax.
 
2. Why goods are too few while shoppers are so many?
 
3. Why there are too many unfilled jobs?
 
4. Freight output seems can't fulfilled commercial needs. (Too many factory mean you need more workers/or zoning more residential, which mean zoning more commercial that need more freights, which mean zoning more industrial. This is a broken system.)
 
So... guys, I made this mod, intended to make a balance to the game. I hope you like it.
 
UPDATED TO :
Version 1.2
Previous versions with some fix:
1. The population inside Medium Density Residential building has been slightly increased ( New Version : Default x1.5) .
 
2. Improved speed an acceleration of Industrial Freight Trucks / Heavy Trucks.
 
 
HOW TO INSTALL :
 
1. Backup your previous saved games.
 
2. Delete your saved games located in "C:\Users\.........\Documents".
 
3. If you have any RCI mod or previous version of my mod inside your SimCityData folder, remove it.
 
4. Unzip / Extract v1.2-RCI-Mod.zip
 
5. Copy file "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" to "\Origin Games\SimCity\SimCityData" folder.
 
6. Copy file "SimCity-Scripts_287520926.package" to "\Origin Games\SimCity\SimCityUserData\Packages" folder.
 
IN ORDER FOR THIS MOD TO WORK,
YOU NEED TO :
  • START ON A NEW REGION,
  • CLAIM CITY/CITIES,
  • PLAY (DON'T ZONING YOUR CITY YET) .
  • SAVE,
  • QUIT GAME,
  • RELAUNCH YOUR GAME,
  • LOAD YOUR SAVED GAME (YOU CAN START ZONING YOUR CITY) .
 
THIS MOD ARE INTENDED FOR OFFLINE PLAY.
PLAYING ONLINE MIGHT LEAD TO CITY ROLLBACKS!
 
 
HOW TO REMOVE :
 
1. Delete "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" along with "SimCity-Scripts_287520926.package" from the installation directory.
 
2. Delete your saved game.

 


What's New in Version 1.2   See Changelog


Released

  • 01. Increased tax income from R.C.I zone (commercial zone pay more and industrial zone pay the most). Rx1.5, Cx4, Ix15
  • 02. Goods and hotel rooms from commercial building are doubled. LDx4, MDx4, HDx2
  • 03. Freight output from industrial (all tech lvl) LD/MD/HD is increased from 60/120/240 per factory to 640/1440/3200 per factory. (considered of factory's size)
  • 04. Reduced the number of workers from H.Density commercial building to "128" (all wealth class).
  • 05. Reduced the number of workers from H.Density industrial building to "256" (all tech lvl).
  • 06. Increased the number of workers from L.Density/M.Density commercial building to 16/32 (all wealth class).
  • 07. Increased the number of workers from L.Density/M.Density industrial building to 32/64 (all wealth class).
  • 08. No change made to sewage, garbage, pollution output.
  • 09. No change made to power requirement.
  • 10. Zones growth rate is increased twice.
  • 11. The population inside Medium Density Residential building has been slightly increased ( New Version : Default x1.5) .
  • 12. Improved speed an acceleration of Industrial Freight Trucks / Heavy Trucks.

poom29 and hzzyca like this



User Feedback

The mod looks like a cool venture, and thank you for doing this! here are my thoughts, concerns and questions.

I haven't had any experience with this mod, but by the looks of it, it seems like it would greatly increase the need for both I and C buildings. A lot of people liked the 25/25/50 ratio from SC4, and wanted to see that put into SC13, but I'm not sure that's entirely necessary, and obviosuly, that's nto the goal of this mod (though a summary glance makes it look like that it would increase the numbers somewhere around there). I can see the need for this mod, and I appreciate that, but I'm just not sure on the nubmer balance is all. My biggest concern about this mod then, is that. Is it going to skew the proportions too much between residential, industrial and commerce? Have you used this on any cities to try and assess what those ratios are? Maybe we can see a SS of some the zoning layouts you had to use to make this happen?

Other random questions:
- Will this affect the RCI indicators on the main UI, or will we only notice the difference in the "details" tab?
- There seems like there will be an excess of freight ... so will it actually fill up (or over-fill) tradports and such?
- Why change hotel rooms? Do the rooms consume freight, or are we messing with tourism now too?

Looks good bro! I'd love to see/hear how it tested

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The mod looks like a cool venture, and thank you for doing this! here are my thoughts, concerns and questions.

I haven't had any experience with this mod, but by the looks of it, it seems like it would greatly increase the need for both I and C buildings. A lot of people liked the 25/25/50 ratio from SC4, and wanted to see that put into SC13, but I'm not sure that's entirely necessary, and obviosuly, that's nto the goal of this mod (though a summary glance makes it look like that it would increase the numbers somewhere around there). I can see the need for this mod, and I appreciate that, but I'm just not sure on the nubmer balance is all. My biggest concern about this mod then, is that. Is it going to skew the proportions too much between residential, industrial and commerce? Have you used this on any cities to try and assess what those ratios are? Maybe we can see a SS of some the zoning layouts you had to use to make this happen?

Other random questions:
- Will this affect the RCI indicators on the main UI, or will we only notice the difference in the "details" tab?
- There seems like there will be an excess of freight ... so will it actually fill up (or over-fill) tradports and such?
- Why change hotel rooms? Do the rooms consume freight, or are we messing with tourism now too?

Looks good bro! I'd love to see/hear how it tested

First, sorry for my bad English, it's not my native language. But I will try my best to answer your questions.  :)

 

"It seems like it would greatly increase the need for both I and C buildings".

If you zone C and I zone on a large area, then yes it would increase their needs. Just zone C and I on a small area while keep tracking on detail tab of your population. Note that if you zone commercial near culture area like casinos and landmarks, it would probably grow into hotels. If you want your commercial zone to grow into shops and skycraper offices, zone them near your residential. If there is an excess of commercial goods, it's simple.. buldoze one or two building, and delete some of your C zone. Industrial zone need workers to operate, and places to shipping their freights (Commercial zone, trade depot/port, and DLC Dr.Vu Tower) while commercial zone need workers, shoppers, tourists, and freights. I reduce the number of workers on H.Density C and I building purposely to deal with unfilled jobs and traffic problem at rush hours. Original number of workers on LD/MD/HD High-Tech Industrial is 11/46/520, now only 32/64/256. Less workers mean less traffic, but that just my opinion..

There is probably an issue with high unemployment/unemployment crisis in your city. But with this mod, the key is residential zone and it's up to you whether to

expand or reduce them.

 

"Is it going to skew the proportions too much between residential, industrial, and commerce?"

I hope not. R zone now play an important role than C and I zone.

 

"Have you used this on any cities to try and assess what those ratios are?"

Yes, I have tried this mod on different city/region.. It's still difficult to assess the ratio, coz I always specialized every city. On my hybrid academy-tourist

city, the R/C/I ratio probably 20/3/2.

 

"Will this affect the RCI indicators on the main UI, or will we only notice the difference in the "details" tab?"

In my experience, both of main UI and detail tab.

 

"There seems like there will be an excess of freight ... so will it actually fill up (or over-fill) tradports and such?"

If there an excess of freights, and you don't want to zoning more C, just place a trade depot/port with freight storage and it will fill-up.

 

"Why change hotel rooms? Do the rooms consume freight, or are we messing with tourism now too?"

Because tourists always flooding my city and complaining about "no room to stay for the night, leaving town.." and also, to save space.

Yes, hotels consume freights too.

Rooms are doubled so does the traffic nearby.

 

There is an issue about commercial complaining about not enough freight even there an excess, I think it's a bug, it happened even without using this mod.

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hi

it's not working for me or i'm not doing it right :)

i have no other rci mods, i've copied it as instructed, claimed new region, play couple of seconds, saved, exit simcity, enter simcity, load saved game. the figures are the same.

pls help, i'm kind of frustrated over how little freight industry produces.

thank you for sharing your work

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Sorry if I missed something here I mean no offence. I just read this quick and a thought plop in to my head.

 

How is this mod different from 

 

http://community.sim...s-and-freights/
http://community.sim...d-more-freight/

 

?

It's basically almost the same prop files extracted from SimCity-Scripts_287520926.package into .package files with Oppie's SimCityPak and compile them with s3pe. If you take a closer look into the .package file (mine and his) with SimCityPak, the values inside are pretty much different. From his description it looks like Nikolaa modify the freight output values from LD/MD/HD factory to 600/1020/2000 and doubled the workers requirement from -for example- 11/46/520 to 22/92/1040 while I changed the freights values to 640/1440/3200 and change the workers req to 32/64/256 (ratio: 1/2/8), much less workers to deal with traffic jam. Tax income value are different too, I make RES pay doubled, COM pay 10x, and IND PAY 20x to make a balance with the new RCI ratio. I noticed that the goods and hotel rooms are doubled/same value.

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Thanks you for that information. Could be something to add to your description perhaps? one last question "and compile them with s3pe" you did what now?

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Thanks you for that information. Could be something to add to your description perhaps? one last question "and compile them with s3pe" you did what now?

S3PE is a Sims 3 Package Editor used by Sims 3 modders, but its recent version now support SimCity as well. I used it to compile/grouped all modified prop files into single .package file. (see screenshot)

thumb-ad5e15d5fd3a08308d988095bdbea6e4-s

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Thanks you for that information. Could be something to add to your description perhaps? one last question "and compile them with s3pe" you did what now?

S3PE is a Sims 3 Package Editor used by Sims 3 modders, but its recent version now support SimCity as well. I used it to compile/grouped all modified prop files into single .package file.

thumb-ad5e15d5fd3a08308d988095bdbea6e4-s

 

That's what I thought you meant, you don't have todo that. Just select all the files you which to include in one .package file -> right-click - export to package or (advanced export)

 

like this 

130y9Y5.png

Saying SimCity is supported is to over do it, you might get the hopes up for the new modder out there hehe ;) "In addition, the file format version number number must be 2 for Sims3™ (or 3 for SimCity5™, which is barely supported)." http://s3pi.sourceforge.net/

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Yes, I kind of over do it, sorry for that. s3pe is not supported for editing prop values inside SimCity .package, SimCityPak does. I only use it for managing SimCity files. And somehow, it worked (see ScreenShots).

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It works perfectly after following the instructions. However the taxes are too much and city income is easily 30K and more. Not so realistic or challenging...so I'm going back.

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It works perfectly after following the instructions. However the taxes are too much and city income is easily 30K and more. Not so realistic or challenging...so I'm going back.

Thak you windoze for your feedback :) . Is it only taxes or are there anything else?

I will release another variant if there is lot of reviewer feedback about taxation.

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I just registered to say thank you for this mod.

 

I agree with the taxes "problem". I like x2 taxes on R, makes sense, but C & I are imbalanced. You increased C goods (LDx4, MDx4, HDx2), so I think C taxes should be x4 or x5 instead of x10, and you increased I taxes to x20, but the freight is something like x10-13 now, so taxes should be x10 or x12 for a better balance.

 

Also, maybe you should increase the number of tokens for a density upgrade on C to match the increased goods.

 

Thanks again, and sorry for my English.

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Hello,Thank for this mod .but in my opinion you should balance the shoppers and workers because it's always show me that not enought shoppers and worker at the same time(Hope this help)

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Version 1.1
 
Previous version with some fix :
1. Fixed tax income. Previuos version was too much... ( New version : RES x1.5 , COM x4 , IND x15 ) .
 
2. Zones growth rate is increased twice.

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One more time, thank you!

 

Your mod is a must, I almost give up on the game because of the broken RCI system.

 

I also think more tweaks are necessary to fix the imbalances of the game. For example, a 4x4 MD-MW R building giving only 20 workers... that is a waste of space until you can reach HD (200 workers). You need to spam MW R zones everywhere to gain just a few workers (only 2 for LD), because you have a lot of open jobs, then, when they reach MD, you are just gaining 12 workers per building, because 4 LD (8 workers) = 1 MD (20 workers). The same thing happens with HW. Bad design.

MW and HW MD R buildings should give at least x2 workers, shoppers and students.

 

It is a shame to need mods to fix a game.

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I apologize in advance if it is asked (I do not know English very well).
Question:  There have on the site mod, which increases the population of the mega-towers. It will interfere with this mod? Or are they edit different resource files?
P.S. I'm not good at modding SimCity. Until I disabled the mod for mega towers, but would like to know all the same whether they are in conflict?
P.P.S. I mean this is the mod "Mega Tower with Realistic Population (MTRP) 1.3".

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I apologize in advance if it is asked (I do not know English very well).
Question:  There have on the site mod, which increases the population of the mega-towers. It will interfere with this mod? Or are they edit different resource files?
P.S. I'm not good at modding SimCity. Until I disabled the mod for mega towers, but would like to know all the same whether they are in conflict?
P.P.S. I mean this is the mod "Mega Tower with Realistic Population (MTRP) 1.3".

 

I modified files from basic game, and MegaTower is part of CoT Exp,Pack. So it should be ok.

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By need for the help of someone good to start my English is very bad then used the google translator, When using the RCI-Mod it works not entitled to lower class is always unemployed and do not know what else to do if you can help me thank you very much at the time so I RCI-Mod installed with no other also want to know if these MOD only works on the original game.

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When using the RCI-Mod it works not entitled to lower class is always unemployed and do not know what else to do if you can help me thank you very much at the time so I RCI-Mod installed with no other also want to know if these MOD only works on the original game.

This mod alter RCI ratio and reduce workers a lot, so you have to demolish some of your low-wealth residential buildings when you reach high-density. Or you can choose another solution by creating jobs, for example adding office level for low wealth on your MegaTower (if you have CoT) , specialized-city, or zoning more industrial zone (beware of huge ammount of freights, you have to build trade depot/port with plenty of freight storages) .i hope that help, and if you have opinions related to rci, feel free to give me feedback so that i can improve it for the next release. RCI-Mod works for both original and CoT expansion.

leo2511lacerda likes this

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Good Papa-Bear was here thinking of a subject this game is all weird because if a city has 120,000 inhabitants because they are 10 or 15 thousand workers are the others do not know it would be that all workers but at least 50 or 60 000 would who is working what you guys think about that.

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it is good and useful mod, but unplayable now cos it totally unbalanced.

in 1st min of game i have -380 expenses and +50.000 profit and it breaks money game mechanics, no more interest to play with it.

But when i opened it in SCP, i see only numbers in id fields.

tell me please how you have found parameters which you changed?

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      4 - FINAL WORDS

      I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots.

      I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX!

      The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes.

      I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around.

      Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis.

      Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too.

      T Wrecks, December 2, 2012
    • By Martin892
      Hi all,
      Some new life on the sc3k forum reminds me of this question I have for years.
      Playing sc3k always made me end up building highrises on the map edges. Might there be an opportunity modding the game such that the maximum map size increases? Eg 4 fold or 9 fold. This would allow creating larger metropolises in sc3k.
    • By Silur
      The title says it all. My question is... How can I remove pedestrians and another stupid animation from the game. The option of low resolution in-game SC4 is not accepted.
      Must I block every position from original SC4 dat file. Maybe there is such MOD. Do You have any fresh ideas 
    • By pcwhiz24
      Welcome back! (WL is short for Woodland)
      Click on the images for full screen (most are in 1920x1080)
      Another beautiful morning! Ahh, lovin' those gravel roads...
      After much saving up, we finally build Woodland's first ever Fire Station!
      Although it's not a Maxis Station, it is $150/month (cheaper than the $250 from a large station!) and has three fire trucks, instead of two!
      Today is a special day for this town...
      It's time to finally PAVE the roads! After much traffic problems, I think it's time we......(I turn my head looking West)
      What the? You see the smoke out in the distance? It's coming from River town! (Just as I said that the phone rang)
      *Phone rings*
      *Picks up phone*
      Me: This is Mayor Whiz, how may I help you?
      Caller: It's Paul, (the chief of police in WL River Town) We're burnin' down!!!
      Me: What?
      Caller: Our town's about to go up in flames! We got a huge forest fire out there!
      Me: I'll help! I just built a fire station! *Phone connection lost*
      I drive over to the fire station in a panic..
      Me: Big fire at River City!!! Come on let's go!!!
      I hitch a ride on a fire truck and we head west to WL River City
      (Yes, we finally built an actual neighbor connection, no more 1 hour hikes!)
      We make it to WL River City and see smoke with large flames out in the distance:
      Mathew: You got firefighters?!?! Thank god! We're about to burn up, I got the town evacuated, they're at Pleasantville for now! Look at that massive wall of flames coming our way!
      On a hot summer afternoon, lies the arduous task of putting out a town-threatening fire. The fire apparently started from a lightning strike and due to wind direction suddenly shifting, it became a massive "wall" of flames that walked towards the town. It finally got as close as the rail road, which thankfully stopped the fire from spreading any further. However, the houses and train stations could go up in flames if any cinders hit them and turn the city that has given us electricity into a raging inferno!
      (The fire reaches the railroad as our town's entire firefighter caste fights to save Mathew's industrial town from a raging inferno. Mathew hasn't built a fire station yet.)
      The fire spreads westward north of the houses and consumes the houses outside the town:
      Luckily, the rest of the town will be spared. After hours of hose spraying, we actually manage to get control of the inferno. Only a few houses are burnt down...
      The firefighters return to WL Town, and I stay over at WL River City.
      The next morning...we get treated to a small riot:
      One police station later:
      The riot is calmed. Some very angry citizens as a result of the fire (they lost all their possessions in the fire)
      The beautiful forest that surrounds this town are now charred and dead...
      Mathew: It's going take years for all those woods to grow back!
      Me: Hey look at the bright side, at least you won't feel guilty cutting those trees down to expand the town anymore!
      Mathew: True, I was going to expand westward eventually, but I used to love taking long walks through the woods and so did a lot of my citizens. That's one of the biggest reasons they live here. And man thank you so much for saving my town! My town wouldn't be here right now if it wasn't for your firefighters!
      Me: Don't need to thank me, you saved my town from obliteration! (Chapter 2). For that I am eternally grateful.
      You save my city and I'll always save yours if you ever have trouble. That's what best friends are for!
      I return back to my town...
      ----------South Residential Expansion----------
      In order to meet the very high residential demands, a new residential sector will be created that extends south of the main town.
      Stats as of now before expansion:

      We have nearly $25,000 in the bank and we're a modest $400 a month. Residential demand is up the roof!
      The roads are drawn...
      (Note that these roads were drawn before the gravel roads)
      New growth:
      Found the pics of the gravel roads being added!
      Before:
      After:
      (Six new windmills were built in order to meet power demands. We're producing 1200MW and receiving 1000MW from WL River Town)
      Schools are finally having an effect!
      A new DSW shoe warehouse store:

      A new trail among the beautiful woods behind the store:
      Our population is now over 4000 sims, and we're making over $700 a month!
      New farms were built known as the North Farming Sector:
      Beautiful evening at Central Square
      Ghosts congregate at the cemetery, telling each other stories of the lives they lived and kids they scared
      The next day, we get hit by a thunderstorm...
      Storm season's been pretty quiet this year, although next year is predicted to be intense since there's an air current that comes down every couple years that allows severe storms. This is a weather pattern that results in tornadoes but only every 3-5 years.
      A downpour in an April afternoon:
      Some back yards are flooded but amid the rain the baseball and soccer teams still practice in the flooded fields!
      A few days later, the East Residential area gets an expansion:
      Even after the growth, residential demand is still very high. I finally decide to take the leap...
      I zone medium density residential and commercial around the central square area
      And up they go!
      This is a huge milestone, and the first sign of urbanization. They grow up so fast!
      ==========The First Apartments==========
      Medium density offices will soon be built here as well. The apartments line up around the Main Central Square area, which someday, will be the Down Town!
      Population is now over 5000 and we're making nearly $1000 a month!
      Now it's over 6000 and we're making over $1200 a month! We have $45,200 in the bank! That's the most we ever had!
      Let the good times continue!!!
      However...While the town may be booming now, all the new apartments have made traffic issues much worse:
      (Note the new mansion! Our first R-$$$ House, that's another milestone!)
      Mathew warned us about this.
      This brings us to the next major milestone:
      ==========The First Roads!==========
      The roads are paved along the Main Central Square and extend to North and South Industries (Where most people work)
      Much better! There's still some trouble spots but there's definitely improvement!
      Also take note that we tore down the six windmills that were around the cemetery. Mayor Mathew built a second coal power plant so now we're receiving 4000MW of power a month for only $243/month! That's much better than the $300/month for 1200MW of power from the windmills!
      In the mansion in the above image lives my friend Ben, the manager of one of the low density CO-$$$ business. Thanks to all the traffic, he was able to make huge profits and have a big mansion built right down the road so he only has to walk to work. He's done a lot of good things to this city!
      *Thunder*
      (Notices distant flashes of lightning in the night sky)
      Another powerful thunderstorm heads our way on this fine evening...
      On that note, let's end it here.
      To be continued...
      ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
      Stay tuned for Chapter 6!
      Story Summary (For those who are in a rush)
      A lot has happened in this chapter! First we saved the neighboring city (Woodland River Town) from a raging wall of fire by sending our firefighters from our town, to which Mayor Mathew highly appreciated. We got back, and expanded the east housing in our town, got hit by a few thunderstorms, built more farms, created a south residential area, first apartments, first mansion (R-$$$) and first paved roads ever. We also got our power deal increased from 1000MW/m to 4000MW/m, and we no longer need power plants. All the power we receive now comes from Mathew's town.
      Population has increased from 2000 to 6100 and profit from $400 to $1200 a month.
      --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
      Comment Replies from last Update (Chapter 4 Part 2)
      @Tonraq: I'm glad too! Loans ain't cheap!
      @Kim Sunwoo: Thank Mayor Mathew for that, if he didn't come in and stop the obliteration, this journal would really be a two-update short story!
      @dabadon5: Thank you!
      @Paulobergonci: Glad you like it! I want to play the game as fair but realistically as possible, and balance things out. I'll always make beautiful shots but also show normal in-game shots as this city grows. One day when it hits 1 million we can look back to this update and remember the memories!
      @anytownUSA: It is indeed. You'll later on see another town (in a future update) that learned the hard way about growth...
      @VonCheese: That's what makes the game fun, I enjoy a challenge! I want to show the beauty of this game and Photoshop as well without neglecting the core aspects of the game play! At heart, this CJ is about a town that goes from 0 to 1 million sims, and every obstacle it overcomes. It's the story that makes it interesting, and this is still only the beginning of this journey!
      @jolteon: Thank you! And I did by using Paint.Net, creating a 2nd layer, creating white blobs and blurring and distorting (use dents) them then repeating until they were realistic enough. (Hint: Multiple layers of different shades of white) Before that, I also took a pic of both cities and pasted them together (I'll post a tutorial later down the road)
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