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Do you have problems with your city being so bad? Have you experienced your city to have massive job deficit? What about sudden unemployment outta nowhere? Have you tried to grow your city and all ends fail? Well, your city is basically stunted at this point. There are many problems, like high taxes, not enough energy and water, and tons of garbage. But there's one thing that people often forget about: your city hits the so-called "demand cap." So, Maxis put caps on virtually all demands except commercial services in order to make the game more realistic. You can't just grow your city just with roads and utilities alone. You have to build amenities too. Those amenities often relaxes the cap to higher limit, allowing your city to grow again. Unfortunately, outside of industry, Maxis don't give us a way to lift the caps without wasting so much space in a city tile.

Introducing the cap lifter. Designed to just do one thing and only one thing: lift caps you wish to. You can lift particular developers like residential or commercial or industrial, or you can lift one wealth at a time. Or, if you're lazy like me, lift them all. You have the choice. And with the advancement in DLL modding, now you don't have to clutter your parks list with my stuffs. Specialty cap lifters can be found in the respective RCI menu. The general one is still in the park, but located at the top, allowing you to plop that thing really easily. The screenshots proves them all. And you won't generate more problems by plopping these fellas, since I don't put any externalities on them.

To install this, you just have to drag Cap Lifter.dat to your SimCity 4\Plugins folder. On Windows, it's in (My) Documents. On Linux or Wine within Mac, it's on your Wine's Document folder. On native Mac versions, you have to open inside your SimCity 4's app and put my mod into the Plugins folder (since I haven't used Mac, I can't tell you exactly where. Sorry!) To uninstall it, you have to remove all instances of my mod and remove the .dat from the plugins folder. To update it, you just replace it since I don't have anything that's conflicting with older versions (hopefully).

So, grow your city using the dang Cap Lifter!

Special thanks: flaticon.com for the icons. Also, everyone for sending feedbacks and supporting me.


What's New 4.0.0   View Changelog


Released

Now available on sc4pac
Pretty self-explanatory. If you wish to download it from sc4pac, go ahead. STEX will facilitate that with the addition of an appropriate button. If not, download .dat as usual. Other than that, there's no change to the file at all.

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This method seems better to me to control which city's get the relief and what kind of relief. A different mod I've seen is confusing to read and understand due to language barrier. With lots of files to pick and chose from. And is applied to all cites at once. Yours looks to be much more simple and manageable. I plan on downloading it and put in my disabled 'tool box' folder to have it for use in special times. Its good to have extra mods to help take up the slack when doing things out of the norm.

I think just a small developer symbol and wealth( R$, R$$, R$$$, CO$$, CO$$$, I-R, I-D, I-M, and I-HT)added to what you have for the icon couldn't hurt (looking at the photos above). Neon-ish in color or so. ?? Since you asked. 

When I get a chance to test it out, I'll let you know how it goes and if I have any questions.

Thank you for the mod. Kloudkicker

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Im very intrigued by the cap limit information. I never knew this existed in the game. What are the conditions for which cap limits are met? Is it length of time? Square footage used? 'x' number of particular zones, buildings, etc?  

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Thanks for the comment, @Kloudkicker. I've made it simple yet effective. For @DennyFrontier, a cap limit is a threshold where buildings of a developer type (R$, R$$, R$$$, CO$$, CO$$$, I-D, I-M, I-HT, I-R) build. If this limit exceeded, then no buildings will be grown. So, you need some relief, like from this mod.

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1 minute ago, DennyFrontier said:

Im very intrigued

Hang tight. Lots of info should be coming your way. :) 

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Here is a older but relevant list of cap relief builds, plus it is a cool site I need to learn to navigate. Site looks so useful if I could spend time on it.. https://web.archive.org/web/20180824142727/http://www.simcitycentral.net:80/html/cap-relief-list.html

And here is more info, one from this site with lots of good link in it. Check the blue text words for the links. Enjoy and there is much more to read out there.

 

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Forgive me, but I'm new to modding. How do I install this cap relief mod. Is it compatible with Steam versions of SimCity4?

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On 2/10/2021 at 3:41 PM, Neight said:

Forgive me, but I'm new to modding. How do I install this cap relief mod. Is it compatible with Steam versions of SimCity4?

Yes you can its under C:\Users\YOURUSERNAME\Documents\SimCity 4\Plugins.

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@nacho0166

It's hosted on SC4Devotion's LEX: Census Repository Facility, Ver. 3.1

You do need an account for their file exchange and it is a separate one compared to a login for their forums.

Once you have the Census Repository installed, it will show up in the Rewards menu in the game. There is smaller Vault version that becomes immediately available after install and running the game:

7010b-4145.jpg

^ Then use the normal Query tool to click that building to see the larger information panel.

(The mod also installs a much larger Facility version too which can be accessed when your city meets certain criteria.)

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On 14/8/2021 at 2:04 PM, Leo -- said:

Is this mod CAMpatible?

Of course! I tried this with CAM installed. In fact, it's developed for it. It doesn't disrupt any CAM mods to the game. So, go for it.

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Try redownloading the mod again. I don't have any access to Reader in this new computer. So, let me know.

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3 minutes ago, SC4 gamer said:

Hm... it seems like there are cap lifters missing for Commercial Services.

Regular CS doesn't have a cap in the game so no lifter is needed. *;)

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1 hour ago, CorinaMarie said:

Regular CS doesn't have a cap in the game so no lifter is needed. *;)

Oh alright, I didn't know that. I tried growing some mall lots, the CS$$$ fashion center ones and though I could increase the cap to make them grow because the demand is very low on that tile

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4 minutes ago, SC4 gamer said:

... because the demand is very low on that tile

Very good observation that the Cap Lifters have a completely different function than Increased Demand mods.

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17 hours ago, CorinaMarie said:

Very good observation that the Cap Lifters have a completely different function than Increased Demand mods.

But weirdly enough, the demand for CO$$$ is negative at the moment and putting a cap lifter down increases it. Guess I'll have to read into that stuff more because I don't seem to understand it. 

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5 hours ago, SC4 gamer said:

But weirdly enough, the demand for CO$$$ is negative at the moment and putting a cap lifter down increases it.

Ah. Seems I do vaguely recall something about approaching a cap break point itself having a negative influence on demand. If that is the case then it would explain how plopping the lifter does alter it.

I can imagine the city council says: Ok, peeps! We only have 100 permits left that we can issue for new construction. Then that causes the thousands of commercial entrepreneurs to get frustrated and take a negative outlook on the future.

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