Jump to content

1 Screenshot

About This File

CoriBoom™ Productions 
CoriBoom_Productions_Logo.png
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)

  • Like 38
  • Yes 2
  • Thanks 16



User Feedback

Recommended Comments

I think I'm gonna give this a whirl... not sure whether i will for the current region, but most certainly whenever it's time to start a new one (likely in the next 3-6 months or so, if progress continues as it has in the current region).  Marking stuff as historic is really tedious, especially if you're already having to do it for commercial as well.  This looks like it could really be helpful in that regard.

  • Like 2

Share this comment


Link to comment
Share on other sites

I can't believe that this mod is not in any mod list i see.
Beyond that i'm delightful with this thread.... I was reading it for about 1 hour and come out with so many good ideas


Thx for the awesome, beautfull and stunning work... 

  • Like 2

Share this comment


Link to comment
Share on other sites
1 hour ago, FlySimMaker said:

I can't believe that this mod is not in any mod list i see.

Almost all lists were made long before we realized how super useful this NKO option is for game play. And we put it thru a couple of years of testing before making an official STEX release for it. *;)

  • Like 3
  • Thanks 1

Share this comment


Link to comment
Share on other sites

Hi @ohdude

Thanks for the comment. *:)

I've looked into this and can confirm that Dilapidation mod uses the same Building Development exemplar than NKO does. Based on this, it seems certain how they are incompatible with each other, since whichever mod loads afterwards would override the other.

Editing the Tract Developer Kick Out Lower Wealth property in Reader 1.5.4 and I've made the toggle to False which will enable the NKO functionality in that mod. This would need some testing to confirm it still works, but I believe this will do the job.

Here's a zip which enables NKO for all the 6 files:

Abandonment_Modd_(With_NKO).zip


The file in the original mod Plugin_No_Dilapidation.dat is still required. (So download that from the file entry.)


The only change in these edited files is to toggle the NKO property over in each. Since it's the same exemplar, only one of these files is to be used at once. This depends on how long one wants before buildings will appear dilapidated.

The property Lot Developer Stay New Time is what controls this.

Hope this helps!

  • Like 1
  • Thanks 2

Share this comment


Link to comment
Share on other sites

@ohdude

There's a very good analysis of what the Abandonment Dilapidation mod does written by @twalsh102 which can be found here.

In a nutshell, the Abandonment Dilapidation mod masks any building related problems in your city for a while. It makes a dilapidated building appear new for a long, long time and that'll cause more trouble when trying to figure out what's really going on if you are having abandonment issues.

OTOH, if you are using that mod simply to get better screenshot pics for posting (and you are using it knowing full well about its adverse affect on city management) then it does have a use that way.

  • Like 3

Share this comment


Link to comment
Share on other sites

Thanks both guys for you strong help!

@Cyclone Boom It is not clear to me if with the "abandonment_mod (with NKO)" I have to install Cori's No Kickout Lower Wealth mod as well considering that one (the original one) would override the other. Could you confirm this please?

Thanks again *:thumb:

  • Like 1

Share this comment


Link to comment
Share on other sites
5 minutes ago, ohdude said:

It is not clear to me if with the "abandonment_mod (with NKO)" I have to install Cori's No Kickout Lower Wealth mod as well considering that one (the original one) would override the other. Could you confirm this please?

Yes, this is correct. *:yes:

If choosing the Abandonment mod as I attached above with the edited NKO functionality, then Cori's actual NKO file doesn't need installing. This is because the NKO property I've made to match so it'll behave exactly the same for not kicking out lower wealth.

  • Like 3

Share this comment


Link to comment
Share on other sites

Ok Cyclone Boom!!

Muchas muchas gracias !!!! *:D i'm gonna try both: your modification and cori's mod and i'm gonna check in diferent scenarios wich is the best considering what Cori said, because it is true that abandoned buildings are really ugly but at the same time ugliness shows that there are some problems in the city that have to be solved.

Regards and best wishes!

  • Like 3

Share this comment


Link to comment
Share on other sites

Re-hiya, ohdude.

It occurred to me to clarify that the Less Abandonment mod is completely different than the Abandonment Dilapidation one. *;)

Quote

Thing #1

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

^ From the file description above.

  • Like 3

Share this comment


Link to comment
Share on other sites

I've found that there is a fix that i think is a good idea to bring it back for the correction it makes to the game, and maybe can improve the game experience with your mod as well,@CorinaMarie and @Cyclone Boom

:rofl:Regards!

  • Thanks 2

Share this comment


Link to comment
Share on other sites

@ohdude

Yes, the IH missing $$$ jobs fix is an essential mod indeed. And, unlike all the posts we used to believe, it does not have to be Dat-Packed into SimCity_1.dat. *;)

  • Like 1
  • Yes 2

Share this comment


Link to comment
Share on other sites

ETA: Having desperately hoped it was not the CAM interfering with the NKO mod, I tried every other mod until I was left with only one that could be interfering: CAM. I uninstalled it and NKO was back to working fine. I really hope I can get some help for this because now that I've played with both mods separately I don't want to play without either of them. 

The NKO mod has stopped working for me since installing the CAM. It's below CAM in my folder and I went so far as to add zzzzz_ to the beginning of it to make sure that it's loading last. 

Sims are still being kicked out of their R$ homes and upgrading to R$$.

Any advice? 

Share this comment


Link to comment
Share on other sites

Hey !
I've downloaded and opened the mod in iLives Reader and noticed there was no 'Tract Developer Kick Out Lower Wealth' property in the Exemplar (as I expected it to be after reading the mod description).
The one and only difference to the Vanilla one was the max value for the 'Construction Resources Min/Max' property.
So did the way to fix the issue change ? Does the new way differ in how it works in the details ?

Share this comment


Link to comment
Share on other sites

@Lokiness 

Did you read the caveat that you'll need to use Reader 1.5.4 to see it?

That one property was set by Maxis to the wrong type (sint16 iirc) which 0.9.3 cannot handle and so it quits parsing the exemplar when it hits it. There are still a handful more properties after the NKO too. *;) 

  • Like 1

Share this comment


Link to comment
Share on other sites

Oh, my bad ! I, in fact, did not read that ! I read the entire mod description but didn't check the comments :read:

I'm indeed using v0.9.3 as I read it was prefered among modders, would you advice to use 1.5.4 for general use ?

Share this comment


Link to comment
Share on other sites
11 minutes ago, Lokiness said:

I'm indeed using v0.9.3 as I read it was prefered among modders, would you advice to use 1.5.4 for general use ?

Unfortunately: Absolutely not!

1.5.4 has this weird little habit of randomly screwing up all LText by converting it to gibberish. If what you are editing contains only exemplars, it might be fine, but I still wouldn't risk it.

OTOH, I do use both versions of Reader a lot. I mostly look up things with 1.5.4 and if I need properties, I copy them from there to go paste in 0.9.3.

Btw, for NKO there is a DLL version by @Null 45 which would mean you don't need this one.

  • Thanks 1

Share this comment


Link to comment
Share on other sites
18 minutes ago, CorinaMarie said:

Unfortunately: Absolutely not!

1.5.4 has this weird little habit of randomly screwing up all LText by converting it to gibberish. If what you are editing contains only exemplars, it might be fine, but I still wouldn't risk it.

Oh well !
Guess what I read about iLives Reader versions made some sense then.

Thank you, I will check out the DLL version :)

  • Like 1

Share this comment


Link to comment
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

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

×

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