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high tech IH missing $$$ jobs fix (update!)  1.11

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About This File

This is a preliminary workaround for a game bug that I recently found thanks to another discovery by sumwonyuno, all of which is documented over at https://www.sc4devotion.com/forums/index.php?topic=8870.msg284035#msg284035. You should have at least some basic understanding of the inner workings of the simulator to make a sense of it.

 

Short summary: due to a presumable rounding/arithmetic error, almost every IH lot in the game didn't offer any high wealth ($$$) jobs so far, while still creating demand for R$$$ residents though.

 

This fix changes it so IH lots offer 12% $$$ jobs instead of the originally designed but missing 10% $$$ jobs, reducing $$ jobs by 2% to 78% at the same time so the sum remains 100%. 12% was the number that I found which is the closest to 10% and at which the error is gone.

 

This also affects the demand for R$$ and R$$$ (through the industry census drive), only by the same small margin of +-2% of your IH population though. I don't think that effect would be noticed in any established city. What you should notice though with this fix is R$$$ sims finally working at IH lots.

 

Apart from the IH, there are also three ploppable Maxis buildings affected by this bug; the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant. I refer you to the SC4Devotion thread for those.

 

I'd be glad to get your feedback. BATers and LOTers who design ploppable buildings should be aware of the fact that this game bug can potentially kill jobs at their creations, too. Please read the linked SC4Devotion thread till the end, you might have to test your buildings if they're affected.

 

 

Installation instructions: unzip this file and put the contained .dat file into your SC4 plugins folder. Existing IH lots will be fixed, too, so you don't need to bulldoze anything. It might take a little ingame time though before the change takes place.

 

Update: Credit where credit is due. I just found a STEX entry by niloluiz, here: https://www.simtropolis.com/STEX/details.cfm?id=22255, which does contain a fix for this, too (you need to read the description, it's a bit hidden). As I had posted in the thread on SC4D, I couldn't believe no one had noticed this bug yet - so I was right to doubt that. Unfortunately, I couldn't find information regarding that bug before though. There's still some reason to use my version though, because the ratio I used (10/78/12) is closer to the game design than niloluiz's (10/75/15) (and I didn't uncap demand). It seems niloluiz approached this ratio coming from 10/70/20, which he uses in the 3x jobs version. I'll notify him of this inconsistency and that he can set the ratio even closer to the original design.

 

Update 2: LunarMongoose brought a typing error to my attention that sadly slipped into my original IH census exemplar. Instead of 10/78/12, I had used 10/77/12, so 1% $$ jobs were missing. I'm sorry for this. Please re-download the updated file and overwrite my previous version with it.

 

Compatibility: This mod is fully compatible with toroca's Industry Quadrupler mod (https://www.simtropolis.com/STEX/details.cfm?id=21293) and bones1's Industry Doubler (https://www.simtropolis.com/STEX/details.cfm?id=15758) since those two mods use different properties than mine. Their mods work directly on the building properties, whereas mine is on a higher level, controlling job distribution for the entire class of IH lots.

 

If you use one of the jobs_xx files from niloluiz's RCImulti-MODpack (https://www.simtropolis.com/STEX/details.cfm?id=22255), you don't need my mod because it's already fixed.

 

I'll add more compatibility information as I learn about it.

 

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TheMurderousCricket

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

This mod really works as advertised. High-tech industry enjoys wealthy employee base, while wealthy employees enjoy high-tech jobs.

Before I installed this mod, I have been suffering a lot of dilapidation and abandonment in the R$$$ sector. As soon as I installed it, I only got a single dilapidation per three hours of gameplay, which proves just how badly R$$$ Sims needed these jobs. The stuff just fixed itself.

Good job @HeinBloed4711. Also, thanks to @rsc204 for the tip-off.

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rsc204

   12 of 13 members found this review helpful 12 / 13 members

As is so often the case, you download a mod like this, forget to leave a review, then you suddenly realise one day, geez, this fix is so intrinsic to the game, I should rectify that omission.

A very small change, but absolutely necessary for all players, since without this, the game doesn't really work. Thanks for your work on finding and resolving this little nasty.

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