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CoriBoom™ Productions 
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Proudly Presents... 
Cori's No Kickout

Give yourself much more mayoral control. 

In our 5th official CoriBoom™ release to the STEX, @CorinaMarie and I are proud to finally present a mini (yet magnificent) mod which allows much finer control of city simulation growth:

NKO

This mod grants the flexibility to have all 3 wealth levels (low, medium, high) coexist in any given location, without the higher wealths gobbling up the lower ones. This is a vast improvement over the default game setting, where the two lowest wealths can upgrade to a higher wealth. While this behaviour is desirable in certain situations, it forces you (the mayor) to mark lots as historical as a preventative measure. This can be a tedious process which soon becomes a boring chore. (Like washing dishes.)

The default automatic upgrades are a common cause of population instability and a major factor causing the dreaded no job zots. In regular gameplay, a higher wealth and stage often takes over before the conditions are suitable. NKO fixes the method which the SC4 simulation uses. By doing so, the control is now at your fingertips to decide when a wealth level should be allowed to upgrade and replace a lower wealth.

For example with houses, it means R$ can coexist within an area containing R$$ homes, and even R$$$ mansions too! There's no need to mark each as historical for preventing them from being destroyed and replaced with higher wealth. This finer control means there's significantly less micro management involved to ensure RCI growth sustainability.

Then if one wishes, the bulldozing tool is useful for giving the green light for a higher wealth to take its place. At this point, certain zones will reassess and grow what the simulation deems as appropriate (based on the RCI demand and local desirability factors).

 

What does "Kickout" mean?

The standard SC4 growth simulation automatically allows lower wealths to be replaced by higher wealth levels. This means they can be taken over and redeveloped by a higher wealth at any time the game decides. When this happens, the process of such is described as "kicking out" the lower wealth level.

What NKO does is prevent this from happening by setting a Boolean False toggle.

In the exemplar property:
Tract Developer Kick Out Lower Wealth

Name Value:
0x47E2C540

 

Does NKO prevent higher wealth ever growing?

No, not at all. Any new zone will develop just as before based on economic conditions in your city. And you now have the choice of when any given grown lot should be allowed to redevelop.

Tax rates can be adjusted accordingly to encourage the development of certain RCI types. This is related to the methods explained in Cori's Residential Revamping tutorial. Then should one later wish to upgrade an area, it's possible to selectively bulldoze. At that point, it provides higher wealths an opportunity to reconsider and grow in place when they're able.

As a result, it gives you (as mayor) the ability to decide if you wish to grow something else instead.

 

Power of the Bulldozer

Via the bulldozer tool, it gives us an expansive freedom to develop RCI how we wish to. NKO isn't a restrictive mod, but a revision of the simulation and this puts the city design decisions in our own hands.

The bulldozer is our friend for this very reason. It means how if wanting to redevelop areas to higher capacity, then using the tool makes way to allow R$$ or even R$$$ buildings too, because then the demand and desirability decides. This applies to residential, commercial and industrial inclusive.

For residential and if wanting R$ to stay, then they will do. This could be useful for maintaining a lower wealth area of housing. However, once bulldozing to bare zoning and it's a free for all again. *;)

 

Completely CAMpatible

NKO is fully compatible with the CAM too.

By comparing the properties in the exemplar which NKO uses too, we've made sure that the same properties are added along with the setting toggled to prevent lower wealths being kicked out. Just makes sure NKO loads after CAM does, so that way it'll be applied.

 

A Couple of Things

Thing #1

NKO works very well combined alongside @Bones1's Less Abandonment mod.

This is recommended when CAM is not installed. (Which has its own version of Less Abandonment built in.)

What the "Less Abandonment" mod does is make sure the city is ready for RCI development when the demand for growth is much more likely to be sustainable.

As such it fits along well in harmony with what NKO does. It sets the threshold higher for when buildings will grow, which means they're more likely to stick around once they do sprout.


Thing #2

A caveat you should be aware of:

NKO does not prevent buildings from upgrading within their own wealth class.

This means if you have some lower capacity building you want to keep for aesthetic reasons, you'll still need to click the historical option for it. *;)

It is rarer for this to happen in a stable city, but it does occur and well worth being mindful of.

 

Complete NKO Overview

To learn more of the advantages to using NKO, see the following thread we made:
 

 

It contains picture previews to show the real benefits of what NKO provides. Also this doubles up as the official Support Thread if you've any comments or questions we can answer.

Replying to the Comments section here on the file entry is fine too if you'd prefer.

 

Installation

  This mod uses the standard process of installing SC4 content.


Copy the Cori's_No_Kickout_Lower_Wealth_CAMpatible.dat file into your Plugins folder.

If using the CAM, make sure NKO loads after it since the exemplar is the same. To make sure, a good idea is to place NKO directly inside the same folder CAM is installed to.

One way is to place our file in this folder:
Documents\SimCity 4\Plugins\a_CAM\a_Core


Or as one of the resident experts @twalsh102 posted in our thread:

On 8/28/2020 at 6:59 AM, twalsh102 said:

By default, all CAM files are installed in a folder titled a__CAM. As long as you put Cori's mod in a folder that comes alphabetically after the CAM folder, it will load after CAM.

So I would just create a folder with the same name as Cori's mod, and place the .dat file in that folder. If you just took that dat file and placed it as is at the root of your Plugins folder (not inside any other folder), it would install before CAM.


That way it'll make certain the loading order is correct.


We hope you enjoy using NKO in your cities!

*:thumb:


// CoriBoom™ Productions Release \\
Cori's No Kickout Lower Wealth Mod v1.0 — (02 Jan 2021)

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Terring

   8 of 8 members found this review helpful 8 / 8 members

I've been using this mod since the very first days of its development and it's indeed a big life saver that improves the gameplay remarkably, by giving you the power to build and control where you want what. This mod is a brilliant way for me to satisfy my R$ demand without forcing my poor Sims living in inhuman hellholes, just because the richer Sims have the bad habit of coming to my cities too early, finding no jobs and leaving empty homes behind them... all because I just build a single bus stop!

My salute, CoriBoom team :D

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Simmer2

   4 of 4 members found this review helpful 4 / 4 members

Another first! You guys should just rewrite the whole game, if the the original programmers see this they are probably going to say "Why did we not think of this"

An absolute must have!

Simmer2

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TheMurderousCricket

   3 of 3 members found this review helpful 3 / 3 members

First of all, let me just say that it works better for new cities which start from the scratch. Trying to redesign the already existing cities is not impossible but a considerable challenge.

In any case, given the fact that I currently run two already existing cities I knew this would be quite a hassle, so I hesitated to install NKO. But I did yesterday.

What I did, was to bulldoze a lot of building classes that have been displaying negative demand. I noticed that some of the much-needed CS$ and CS$$ started to grow and I left them as they were.

A few more battles against developers later, my CS demand started to drop, for the first time in a loooong time and after the all-time highs. Proving just how effective the NKO mod is. *;)

Soon, I started to notice some class-specific commercial buildings I have never witnessed before. Not because of the growth stage but because they were finally allowed to flourish without interruption from the devs, who'd always like to build "as soon as", snuffing some other buildings out.

In a few more minutes, I saw the first, elegant mid-sized skyscrapers taking root in my city. *:thumb: Coincidence? I don't think so! What is more, I was happy to see that my planning has resulted in positive demand all across the developer spectrum! Something which is hardly possible in the vanilla game...

Let's break the NKO down into a few points (who's in a mood for a pros/cons list?)

PROS:
1. Increased "legislative" realism
  a) IRL (despite how powerful the developers are) it is the mayor's office that has the final say regarding construction conditions (what and where can be built).
  b) NKO adds the "building permit" mechanics to the game.
2. More orderly development
  a) An ability to designate parts of the city exclusively for one type of development / wealth.
  b) More control over building growth. Districts, neighborhoods and boroughs will no longer undergo wild, unneeded reconstructions.
  c) More time to concentrate on the "artsy" component, rather then frantically dozing entire neighborhoods to achieve balance.
3. Better game-play experience.
  a) Due to the way NKO works, buildings that were previously omitted due to speedy and rampant redevelopment, will now start appearing and stay on the map.
  b) Reduced number of ugly dilapidation and abandonment.
4. Healthier RCI demand
  a) Ability to let some types of development actually stay in the city, allows to achieve positive demand across the RCI spectrum pretty quickly.
  b) With NKO in place, one gets a de facto ability to zone for all 12 developer types separately.

CONS:

1. Industrial sectors will have to be manually managed when re-purposing area. Not good news for those who like to leave their industrial sector more or less disorderly.
2. Easier to use on new cities rather then already existing (and "broken") ones.

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Kloudkicker

   3 of 3 members found this review helpful 3 / 3 members

"Premium Grade A Extra Fine Workmanship". This is what my computer said about this mod when I installed it. No joke, it really said that! LOL

I've been using this mod for a few months after finding it in a thread and love it a lot. It really is a super useful, must have mod. Two thumbs up booms for the CoriBoom Productions Team. Thank You

( I didn't know I was using unlicensed software till now. I hope the Feds don't come after me:uhm:)

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sejr99999

   3 of 3 members found this review helpful 3 / 3 members

thank you for this very important mod   I am looking forward to seeing fewer deteriorated buildings in my cities

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Ernestmaxis

   3 of 3 members found this review helpful 3 / 3 members

Great to start the year with, well done!

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Jackspital

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

This is fantastic work! Definitely will help with bleding zones and making my current cities more realistic *:thumb:

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Pepe The Great

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

wow, what a fantastic mod, i wish i have known about this mod when i first started building my current city. but better late than never. thanks for this wonderful mod.

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Adam Wright

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

This is working great so far.  Been building city with 0 Population and then run game from scratch and see how everything grows,  then exit without save and continue expanding .  Currently working on more Medium Industry and Commercial , things look great so far.  Just using IRM, SPAM and some other Abandonment Mod and no other Industry Doubler/Quad...etc

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Propfam

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

Finally.

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