Jump to content
Sign In to follow this  
Dakota XS

Rush of development after Industry Quadrupler...

12 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online: A long, long time ago... 
 

After installing and trying out the Industry Quadrupler, my neighbouring resedential district immediately rose in population from 22,000 to 102,000, with a surge of small skyscrapers! Why is this, and is it normal?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Welcome to Simtropokis Dakota XS!

Yes this is totally normal. It is a sign that the mod is working! The Industrial Quadrupler does what it says, so there are all of a sudden 4 times as many jobs as before... To fill these jobs, your city needs for times as many sims. This is wh ythe building spreee occurs... more sims need to move in, so more buildings are built.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

exaclty skyfire! With increased jobs comes a sudden need for workers! And the more Indusrtial biuldings the higher population you will get! Good Luck! and welcome to Simtropolis!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That  is normal, the jobs for industry are qudrupled!!! and the people would like to live in your town!

ç

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The industry quadrupler is a must. How many chemical factories employ less than 100 people?? Count the janitors, cafeteria staff, human resources, and the factory workers, will amount to several hundred at least.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

Yup! I find that the industry quadrupler used in conjunction with the anti-abandonment mod keeps the game much more realistic as far as jobs and demand balance. I use Bones1 's abandonment mod, but there are a few out there you can check on to see which one meets your needs. And Welcome to Simtropolis! Great place!

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Thanks guys for a very warm welcome! I'll have a look around and check the anti-abandoment mods.

    Thanks again!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I have resisted using this mod, but perhaps some of you'all can clear this up. 

    4x, .. seems a little to unrealistic. I think it would crash my existing mass transit system. For example lets say your frieght heavily depends on rail for transport. That and what kind of urban renewal can you expect when you don't depend upon highways for mass transit?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    4 times seems a lot. But if you don't have the mod each building is around 75 workers. After the mod each building holds around 200 workers...

    In my industry most of it is still streets. I didn't need to update any of my streets to roads.. The rails lines can handle the extra surge in frieght.

    4X seemed like a lot to me too, but once all in place. You will notice it is not that much........ and if it is. There is always an option to delete some industry and put up more housing to handle the extra surge.

    For mass transit i usaully put bus stops, and perhape a few train stations. It is really up to you.. If your lines aren't in orange to red. Then i wouldn't worry about it........ Just try it out.. You can always take it off. I think

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I, too, have steered clear of this mod. Although I am not a complete purist, I prefer to add mods, etc that ENHANCE the game, as opposed to REMOVING challenges. But this is just personal preference (and I am nmot making judgements!) However, after reading this and other posts, I will likely download it, because it really doesn't make sense for some of these industrial centers to have so few employees.

    On the same line, I would also like to see a mod that adjust SOME of the commercial employee numbers (perhaps based on building Stage), since it is obvious that a skyscraper can have more than a few thousand people working in it. A sad example is the WTC. I believe I read somewhere after 9/11 that each building would hold 10,000 people. One can safely assume these people were working. Please correct me if I am wrong.

    Barbarossa

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Well I took the plunge and tried this mod. Currently only in one 32k city.

    I didn't see the 'spluge' of r growth but the demand sure kicked in, mostly r$/r$$. Rail freight seemed to handle the increase well, had to make some minor adjustments to road traffic via seaport. Btw; seaport use went up, more then doubled. I use the upgradeable ports & seaport-rail station. The industrial income in the budget saw quite a jump as well. (14.5/19 - 16/26) Expanded some low density res and the city is now at about 37.5k.

    I guess I'm saying the mod didn't turn out to be as radical as I thought it would be. I also think there is room to work with as far as the new budget goes. For example a stock start up rate for Industry might be 7%, now it could be 6% and toss in some ordinances, jazz like that.

    I also think the slower pace of growth I saw is partly because of the pc I have the game on. It's an older 1700 Athlon and a board from '03. Fsb is only 200mgz max I belive, ok I'm due for an upgrade down the road. Anyhow I plan on farting around a bit more with this, maybe see what it does to a 10ish k city etc.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I also just got huge  little demand, and little growth. I think how the first poster got a huge spike in population is that he/she had under developed medium andf high zones, that was just houses... would explain alot.. He was only at 22k so the meduim would barly be developped fully.. Thus when he turned on the mod. it caused a huge population boom to all his underdevelopped squares.

    Share this post


    Link to post
    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

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    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