Jump to content

RCImulti - MODpack for SC4 Delux/RushHour  1.0

   (160 Reviews)

1 Screenshot

About This File

Greetings

The mods included in this pack was derived from findings that I made to the game's mechanics involving Demand, Jobs, Workforces, Capacities, Caps and its relations. Look bellow for more information.

Since English isn't my primary language, please disregard eventual mistakes.

 

Disclaimer:

===========

I've tested extensively all the mods here, encountering no problem, crash or performance issues.

Anyway, I am not responsible for any problems that my arise from the use of the mods provided here, bla bla... you know the drill so use it at your own risk.

 

Features and installation:

===========================

This pack contains several files under 4 folders:

- Jobs*

- Homejobs*

- RCIDemand**

- Extra_tools**

 

* CHOOSE ONLY ONE file to install from these folders.

**YOU CAN install one or more files from these folders.

To install just copy the file(s) to your plugin folder (usually under \My Documents\SimCity 4\plugins\)

 

::JOBS
(CHOOSE ONLY ONE FILE FROM THIS FOLDER)

------

The files in this folder deals with jobs generation from the Commercial and Industrial buildings of your city.

IMPORTANT: The query window will show the original building capacity, but using the TRAFFIC QUERY TOOL you will see that each building will have more workers (up to 3 to 6 times depending on the mod installed) for each I/C building.

Works on new and existing cities.


jobs_xx.dat - Creates x times more jobs for ALL commercial and industrial buildings.

jobs_xx_uncapped.dat - the same with no caps to growth (no need to create connections, plop rewards, etc...)

jobs_standard_uncapped.dat - just the uncap effect (it fixes the IHT bug - see below for more info)

jobs_nominal_uncapped.dat - Each building will generates only jobs of the same wealth level, so what you see in the query window (for example IHT building with 60 jobs) is what you get (60 $$$JOBS). With no caps.

jobs_rebalanced_uncapped.dat - Rebalanced version. Each $$ building creates 20%$$$jobs, 50%$$jobs and 30% $jobs.

Each $$$ building creates 30%$$$jobs, 50%$$jobs and 20% $jobs. And industry Dirty will create 10%$$$jobs, 20%$$jobs and 70%$jobs. With no caps.


NOTE ON UNCAPPED: This mod prevents the cap to increase, but does not eliminate existing cap in your city.

 

::HOMEJOBS
(CHOOSE ONLY ONE FILE FROM THIS FOLDER)

----------

The files in this folder deals with residential caps and residential JOBS (Sims work at home, a.k.a residential jobs).

Note that the residential capacity remains unchanged. A building with capacity for 200 Sims will continue to support 200 Sims, but will at the same time (in addition) provide jobs (the number of jobs is a percentage of the building capacity).

The jobs created will be of the same wealth level of the building ($JOBS for R$, $$JOBS for R$$, $$$Jobs for R$$$).


10pct_homejobs_uncapped.dat - provides 10% of the building capacity in jobs.

25pct_homejobs_uncapped.dat - 25% jobs

100pct_homejobs_uncapped.dat - 100% jobs - in effect you will not need any industrial or commercial building in your city since all Sims will work at home... (the demand for Industrial and commercial will still be there...)

r_standard_uncapped.dat - no jobs(normal residences) - only the uncap effect.


*UNCAPPED = removes the cap to growth (no need to create connections, plop rewards, etc...)

NOTE: Doesn't affect TAX CAPS. For each population range you MUST lower taxes to a certain level, otherwise the active demand will be capped at ZERO and nothing will grow.

 

::RCIdemand
(YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)

-----------

The files in this folder can be combined. Each one will LOCK the respective demand in the max value possible. No matter what you do in the game, the demand will remain still...

If you want for example, max R$$$ demand and max IHT demand, just put theses 2 files in your plugin folder. To suppress unwanted demand (to filter) just raise taxes of the unwanted developer to maximum. That way you can create specific types of cities.


Co$$$_activedem_ON.dat - Commercial Office $$$ max active demand ON

Co$$_activedem_ON.dat - Commercial Office $$ max active demand ON

Cs$$$_activedem_ON.dat - Commercial Service $$$ max active demand ON

Cs$$_activedem_ON.dat - Commercial Service $$ max active demand ON

Cs$_activedem_ON.dat - Commercial Service $ max active demand ON

ID_activedem_ON.dat - Industry Dirty max active demand ON

IHT_activedem_ON.dat - Industry High Technology max active demand ON

IM_activedem_ON.dat - Industry Manufacture max active demand ON

IR_activedem_ON.dat - Industry Resource max active demand ON

R$$$_activedem_ON.dat - Residential $$$ max active demand ON

R$$_activedem_ON.dat - Residential $$ max active demand ON

R$_activedem_ON.dat - Residential $ max active demand ON

 

::EXTRA_TOOLS
(YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)

-------------

These extra features provide more control over your cities.

-desire_override.dat - Change the park and landmark effect in the overall desirability, overriding others factors such as traffic, pollution, crime, education, garbage, etc... in effect you can manipulate the overall desirability using parks.

-easymoney.dat - Multiplies the monthly income of your taxes by 10 so you can lower taxes to 1% and still run your city easily.

-no_fire.dat - Eliminate all fires occurrences, including arson crime so you will never be interrupted again by a random fire...

-NO_TRAFFIC.dat - Transportation won't generate traffic. I used this to make ultra-population experiments (3.600.000 Sims in the smallest city) and other "stress tests" that required the elimination of traffic from the equation.

-Super_waterpipe.dat - Improve water pipe radius, requiring LESS pipes to cover your city. Especially useful in the larger cities due to performance issues.

-parktools.dat - The first 4 items in the "park menu" have the follow effects:

 

1) basketball court: Creates 10.000.000 JOBS for low wealth Sims (R$).

2) ranger cabin: creates 10.000.000 jobs for medium wealth Sims (R$$).

3) tennis court: creates 10.000.000 jobs for high wealth Sims (R$$$).

4) small plaza: If you install the "desire_override mod" plopping this item will Max out desirability for the entire city, for all developers(residential, commercial, industrial - including Farming which will grow anywhere you place them...)


I've used this tools to make super-population experiments, among other things.

 

Detailed Explanation on the Concepts behind this mod

=========================================================

Before using this mod, it's important to quickly review how some things works in SimCity 4 so you can understand what the mod changes.


Every commercial or industrial building in SC4 has a capacity that indicates how many SIMs can work in it. What not everybody knows is that Capacity does not equal JOBS. The game's engine will derivate the JOBS based on the CAPACITY of the building.

It's important to know that there's only 3 types of JOBs:

$JOBs

$$JOBs

$$$JOBs

 

It can look pretty obvious since there's only 3 types of SIMs: R$, R$$, R$$$. But we have different type of workers based on the level/quotient of Education (EQ). Internally the games splits the workforce in 4 levels for each wealth type, based on the EQ.

So in the end we have 12 different "types" of workers. Actually this "workforce subsystem" has only one fundamental function in the game: Each type of the 12 workforce type will dictate what type of "developer" commercial (service or office) or industrial (dirty, manufacture or high-tech) to build by increasing its respective demands.

So if you have a city with no schools (low EQ) there will be little or no demand for IM, IHT or even commercial offices.

But in the end, there's only 3 types of JOBS as stated before. So once a industrial or commercial building appears in the game (grows or if you plop) it will provide JOBS, and SIMs regardless of the EQ level, WILL work on it.


Now that the workforce role is clarified, lets Back to Jobs x Capacity.

Each Industry or Commerce pertains to a wealth level ($, $$ or $$$) BUT as stated before, the capacity of the building does not translate into JOBS. Which means that an Industrial building wealth $$$ with capacity = 40 DOES NOT generates 40 $$$JOBS.

For each type of commercial or industrial, the game engine will derivate $, $$ and $$$ JOBS for each building, using the capacity as reference. So in the previous example, the IHT building with 40 capacity will generate, based on the default game settings, 4 $JOBS(10%), 32 $$JOBS(80%) and 4 JOBS$$$(10%)*.

 

* BUG: The game engine have a BUG that prevents the JOBS$$$ and JOBS$ for Industry Hi-tech for being created. If you ever wonder why wealth Sims ($$$) NEVER work on IHT building, now you know why.

This bug occurs when you try to use(when modding the game)  similar % for each JOB type. Since the default game specs dictate 10% for BOTH JOBS$ and JOBS$$$ on IHT industry, the game engine will truncate theses values and will generate none.

So it's possible to change the amount of Jobs generated for each developer type.

 

The overall and resumed demand cycle works as follows:

1) Industrial or Commercial building grows generating JOBS. (as explained above, it's possible to change which type and how many JOBs each type of developer will generate).

2) For EACH JOB ($, $$ or $$$) created, the game adds TWO "points" (200%) of the respective ($, $$ or $$$) RESIDENTIAL DEMAND. - do not confound building capacity with JOBS!!! a single building usually generates all tree type of jobs, regardless of the wealth type of the building (exception for I-D, I-R and Cs$ which for balance/concept reasons, only generates $JOBS).

3) Residential buildings grows, generating Workers (usually 30 to 40% of residential occupancy is of workers)

4) School (EQ) factor splits the workforce into 4 categories for each wealth level.

5) Each one of the 12 "types" of workforce will increase the demand for certain developer types (Industry and Commercial).

6) The new added commercial/industrial demand allows more buildings to grow, closing the cycle which then restart at step 1.

 

This is the overall cycle. In the "in-betweens" other events occurs and it's possible to "hook" some commands such as increase or decrease demand, caps, etc... every time a certain build grows, it satisfy the respective demand by 100% (changeable) of the added capacity... it also CREATES or ALLEVIATES CAPS (which can be modded too) among other possibilities.

TO be brief, The demand cycle is very segmented and allows a great deal of customization.

Ah and it's worth to note that due to this segmentation, each demand type is a isolated variable and it's possible to set the minimum and maximum values for each one at will (including regional demands).

 

Discussion of this mod, suggestions, etc... can be done on this topic:

 

=============================================================

Look for more info on the Simtropolis.com and SC4Devotion.com FORUMS (modding section) for more information.


-CB Edit:  Tidied up description formatting.

  • Like 7
  • Thanks 6



User Feedback

Create an account or Sign In to leave a review

You need to be a member in order to leave a review

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


Sapador Castelo

   1 of 1 member found this review helpful 1 / 1 member

Good for fast experiments, but avoid using this mod in your long time projects. You may find yourself bored as f_ with an eternal demand, no matter how disgraceful you are towards your sims, they just keep coming as sheep heading to a slaughterhouse. Even more frustranting when you realise that removing it from your addicted cities will cause massive abandonement do to the artificial numbers of the previous situation.

For now, I can no more see anything "uncapped"... Should it be a mod to remove all bugs from the game, making it ultra-realistic, with an incredible smooth perfomance... with this "uncapped" effect, I'd never install it. :no:

I've just found a "jobs_rebalanced" without the "uncapped" %&#@! Installing in 3, 2, 1...

Share this review


Link to review
brancasnow

Unknown date

   1 of 2 members found this review helpful 1 / 2 members

Share this review


Link to review
bubbo

Unknown date

   0 of 2 members found this review helpful 0 / 2 members

Share this review


Link to review
nomura

Unknown date

   0 of 1 member found this review helpful 0 / 1 member

Share this review


Link to review
salinerof

Unknown date

   0 of 1 member found this review helpful 0 / 1 member

Share this review


Link to review
djminkx

Unknown date

   0 of 1 member found this review helpful 0 / 1 member

Share this review


Link to review
Nico Robin

Unknown date

   0 of 2 members found this review helpful 0 / 2 members

Share this review


Link to review
ReneXL

Unknown date

   0 of 1 member found this review helpful 0 / 1 member

Share this review


Link to review
AutoFreak

Unknown date

   0 of 1 member found this review helpful 0 / 1 member

Share this review


Link to review
amynonono

Unknown date

   0 of 1 member found this review helpful 0 / 1 member

Share this review


Link to review

This mod is one of the reasons why I'm not going to use CAM. It's very flexible and allows me to customize it as I want, which comes handy for various experiments and ways of expression. My favourite part is the homejobs, which in real life can be translated as teleworking, reducing many problems like traffic jam and air pollution. Very smart and very useful. Well done *:thumb:

Share this review


Link to review

Best MOD ever!!!! Make population up to 1000000000 or more! :thumb: 

Share this review


Link to review
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections