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BurroDiablo

Custom Demand Ordinances mod

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I was wondering if it was at all possible for somebody to make a Super Demand Ordinance Mod similar to Buggi's but instead of all RCI demand skyrocketing, insert seperate Dat. files for Residential, Commercial and Industrial demand.

My problem is, I want to make a realistic looking Communist state, I want some Commercial but not tonnes. My region is big but Industrial demand is always low, wich isn't great because, i want to provide jobs but I don't want to use Commercials and Industry never grows. Whenever I turn on the Super Demand Ordinance, I get great Industrial demand and growth, but I also get undesired CO$$$, CS$$$ and R$$$ ...

I'd love something like this-

12 seperate Dat. files all to be flexible on/off through the Ordinance section

Radical R$ Ordinance

Radical R$$ Ordinance

Radical R$$$ Ordinance

Radical CS$ Ordinance

Radical CS$$ Ordinance

Radical CS$$$ Ordinance

Radical CO$$ Ordinance

Radical CO$$$ Ordinance

Radical I-AG Ordinance

Radical I-D Ordinance

Radical I-M Ordinance

Radical I-HT Ordinance

If anybody could make this I would be eternally greatful 5.gif

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Shouldn't be a problem. I could take a look at it tomorrow.

Any preferences on which ordinances you want to replace by these?

Do I just take the first 12 ones, or are there some you would want to keep?

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    Thanks for taking Intrest Ripplejet!

    Anyway, you'd need to replace some ordinances? Is there no way to insert them without taking out other Ordinances?

    Hmm... if thats the case i'd guess I wouldn't miss these-

    Legalize Gambling

    CPR Training

    Water Conservation

    Free Clinics

    Junior Sports Programme

    Power Conservation

    Carpool Incentive

    Communter Shuttle Service

    Youth Curfew

    Tyre Recycling

    Nuclear Free Zone

    Pro-Reading Campaign

    All of those are pretty much useles to me...

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    Unfortunately, there are only 20 ordinances available and you cannot add any new ones, only replace the existing ones.

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    Thats alright... I mostly only ever enact the Clear Air and Neighbourhood watch ones.

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    There is no way to increase residential demand just like that.

    It's not enough to tell your sims "this is one h*** of a place to live in, move here", they do require a multitude of other factors, ie. education, health, available jobs, proper taxation, mayor rating, park effect, low pollution, short commute times, proper land value, etc. If you increase the demand for commercials and industry, the demand for residential housing will be growing too though, when there are available vacant jobs (either within the city or in neighbouring cities).

    The ordinances do provide a property called Residential Demand Effect. However, after playing around with it I can't say I've seen it having any effect.

    Instead of completely leaving the residential demand boost out, I've included a modded version of the Buy Your Mayor Ratings, which is included in RalphaelNinja's Radical Ordinance V2.

    RalphaelNinja's original ordinance costs §256 + 15% of your population.

    For a city with a population of 1 million, that ordinance costs §150,256.

    I decided to reduce those costs to §100 + 0.5% of your population.

    So, for a city with a population of 1 million, that ordinance now costs §5,100.

    Otherwise, the Buy Your Mayor Ratings ordinance gives a city-wide boost in mayor rating of +50, which will give an over-all increased desirability for residential development. If you want to restrict your residential growth to one particular wealth type, I would suggest using taxation to lower desirability for the other two wealth types.

    I also want to point out that RalphaelNinja's Radical Ordinance does include Increase Demand Ordinances for Commercial Services, Commercial Offices, Agriculture and Industry. However, they are not separated into wealth types and the demand increase in those very radical ordinances is 10-fold compared to Buggi's Super Demand Ordinance.

    Anyways, all nine requested commercial and industrial ordinances have been extracted from Buggi's Super Demand. Like Buggi's ordinance, they will appear as Income Ordinances, each giving exactly §1 extra income per month. This way they are all grouped together in the green, upper half of the ordinances. They all cost §10 each time your enact or retract any one of them.

    The Buy Your Mayor Rating replaces the in-game CPR Training ordinance.

    The other nine replace the following in-game ordinances:

         Water Conservation

         Free Clinics

         Tourist Promotion

         Power Conservation

         Legalize Gambling

         Carpool Incentive

         Commuter Shuttle Service

         Nuclear Free Zone

         Pro-Reading Campaign

    Please report any errors you might encounter.

    All credit for the original ordinances goes to Buggi and RalphaelNinja.

    EDIT: First version of this mod removed. Updated version can be found further down in this thread.

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    Thanks very much Ripplejet, this is fantastic, I can't thank you enough 9.gif

    I know about the residents, yeah. I only really need it for I-D and I-M demand because there came a point in my region were, no matter how much I make it desirable for Industry, only I-HT will build, no matter how high I tax them.

    I'll report back any bugs or errors, and thanks again.

    .::EDIT::.

    Its working great, although, when I turned on the Manufacturing Ordinance my game seemed to crash. On closer inspection when I restarted and tried again... what acctually happened was my Nuclear Plant was decomissioned and it took a while for the resulting power outage to register. It wasn't much hassle, I just rebuilt it so its alright. Im guessing the Manufacturing Ordinance was formerly the Nuclear Free Zone Ordinance.

    Does that mean when I enact an ordinance it boosts demand AND does what it was formerly meant to do?

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    Sorry for not replying earlier, didn't notice your edited reply until now.

    The I-M Ordinance does indeed replace the Nuclear Free Zone. Since ordinances are much handled within the exe it's impossible to exactly tell what happens.

    However, I did notice the effect of the original ordinances still having an influence when I tried to remove the property Monthly Income Factor, which determines how much the ordinance gives income/expense based on the population. Removing that property caused all default values of the monthly income factor for the original ordinance to become effective, but if that property was present with 0 (or any other value), that value took over.

    The way these new ordinances replace the old ones is shown below (in case you find out other peculiar behaviour):

         Water Conservation - CS$

         Free Clinics - CS$$

         Tourist Promotion - CS$$$

         Power Conservation - CO$$

         Legalize Gambling - CO$$$

         Carpool Incentive - IR

         Commuter Shuttle Service - ID

         Nuclear Free Zone - IM

         Pro-Reading Campaign - IHT

    If that behaviour with nuclear plants becomes annoying, I could let the IM ordinance replace another ordinance instead of that one, eg. Tire Recycling Ordinance.

    Does that mean when I enact an ordinance it boosts demand AND does what it was formerly meant to do?quote>

    As you are implying, I think that might be the case. Enacting the CS$ will also reduce water usage, etc. Would be great if you could confirm that on the other ordinances too. In most cases though, it should still be easy to include the original properties with zero value/effect.

    The effects the original odinances have are:

         CPR Training - Health Quotient Boost Effect 110

         Water Conservation - Water Use Reduction 0.9, Demand Effect: IR 0.9917, ID 0.995, IM 0.9967, IHT 0.9983

         Free Clinics - Health Quotient Boost Effect 110

         Tourist Promotion - CS Demand Effect 1.0033

         Power Conservation - Power Reduction Effect 0.9

         Legalize Gambling - Crime Effect 1.2

         Carpool Incentive - No effect (unless within the EXE)

         Commuter Shuttle Service - 5% more MT, 5% less Car Driving

         Nuclear Free Zone - IR Demand 1.0033, IHT Demand 0.9983, Mayor Rating +5

         Pro-Reading Campaign - School EQ Boost Effect 110

    Btw, the Demand Effects of all Super Demand Ordinances is 5.000 (500%).

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    Thanks for making this Demand Mod. Recently Ive been experiencing some odd behavior with the Super Demand Ordinance in meaning cities I start that are brand new with or without it on... Show pratically no demand or show R$ and R$$ demand high and only Ag and HT high...which makes no sense lol. I will be using this and testing it as well to see how it will effect my game. Ill give any input if anything goes wrong.

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    I made some minor corrections to this mod and I have now included all those effect properties the original in-game ordinances had, with a value that makes sure the effect will be removed.

    I have also moved the Super Demand Ordinance for I-M, so that it won't replace the Nuclear Free Zone Ordinance anymore. Instead it replaces the Tire Recycling Ordinance.

    Regarding the ordinance above that replaced the Nuclear Free Zone Ordinance, I can only apologize and realize that I had that information under my nose all the time. Feels like I'm reinventing the wheel... RalphaelNinja's Radical Ordinance for Increased I-Ag Demands replaces that same Nuclear Free Zone Ordinance, and I quote from the description of it:

    Side Effects: No Nuclear Power Plants can be built and existing plants will be decommissioned.quote>


    Below is a detailed specification of what each and every separate Ordinance does and which Ordinance it replaces:

    Buy Your Mayor Ratings

    copied from RalphaelNinja's Radical Ordinance replaces the CPR Ordinance Enactment / Retractment Cost: -100 § Monthly Cost: -100 § - 0.005 × Population Health Quotient Boost Effect: 100 (no effect)

    Super Demand for CS$$

    extracted from Buggi's Super Demand Ordinance replaces the Water Conservation Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § Water Use Reduction: 1 (no effect) IR Demand Effect: 1 (no effect) ID Demand Effect: 1 (no effect) IM Demand Effect: 1 (no effect) IHT Demand Effect: 1 (no effect) CS$ Demand Effect: 5

    Super Demand for CS$$

    extracted from Buggi's Super Demand Ordinance replaces the Free Clinics Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § Health Quotient Boost Effect: 100 (no effect) CS$$ Demand Effect: 5

    Super Demand for CS$$$

    extracted from Buggi's Super Demand Ordinance replaces the Tourist Promotion Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § Health Quotient Boost Effect: 100 (no effect) CS$ Demand Effect: 1 (no effect) CS$$ Demand Effect: 1 (no effect) CS$$$ Demand Effect: 5

    Super Demand for CO$$

    extracted from Buggi's Super Demand Ordinance replaces the Power Conservation Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § Power Reduction Effect: 1 (no effect) Mayor Rating: 0 (no effect) ID Demand Effect: 1 (no effect) IM Demand Effect: 1 (no effect) IHT Demand Effect: 1 (no effect) CO$$ Demand Effect: 5

    Super Demand for CO$$$

    extracted from Buggi's Super Demand Ordinance replaces the Legalize Gambling Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § Crime Effect: 1 (no effect) CO$$ Demand Effect: 5

    Super Demand for I-R

    extracted from Buggi's Super Demand Ordinance replaces the Carpool Incentive Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § IR Demand Effect: 5

    Super Demand for I-D

    extracted from Buggi's Super Demand Ordinance replaces the Commuter Shuttle Service Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § Travel Strategy Modifier: 0,0,0,0,0,0,0,0,0 (no effect) ID Demand Effect: 5

    Super Demand for I-M

    extracted from Buggi's Super Demand Ordinance replaces the Tire Recycling Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § Garbage Effect: 1 (no effect) IM Demand Effect: 5

    Super Demand for I-HT

    extracted from Buggi's Super Demand Ordinance replaces the Pro-Reading Campaign Ordinance Enactment / Retractment Cost: -10 § Monthly Income: +1 § School EQ Boost Effect: 100 (no effect) IHT Demand Effect: 5


    Please uninstall (remove) the previous version, Plugin_SuperDemand_Separated.dat, and install the file that is included in the zip file attached below instead, RJ - Super Demand Ordinances - Separated (Beta).dat

    RJ - Super Demand Ordinances - Separated (Beta).zip

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    While testing this mod, I noticed something interesting.

    If you remove a custom ordinance mod, the Maxis default ordinances will be back again. However, if the property Income Ordinance (which can be or True or False) has been changed by the custom ordinance, that property will not be reset when removing the it.

    Obviously, this property is saved with the city. The only implication this will have, is whether the ordinance will appear under Monthly Income or Monthly Expense as shown in the picture below:

    ordinancesunresetbw0.jpg

    Despite being defined in the saved city as a Monthly Income Ordinance, all costs are correct, showing as negative numbers in the budget window above (except for the Legalize Gambling, of course). As far as I have noticed, no other effects of custom ordinances are saved with the city.

    The in-game ordinances do not have the property Income Ordinance, except the Legalize Gambling, which has it as True. Default value is obviously False.

    In order to remedy this effect, I've created a mod that resets all Maxis' in-game ordinances correctly as income/expense ordinances.

    If you have noticed this effect on any of the 20 ordinances, then exit your city. After that, you must first remove any custom ordinances installed. Then install this mod, RJ - Reset Maxis Ordinances.dat, start SC4 and enter your city.

    Now you should see that all Maxis ordinances are correct (only Legalize Gambling should be in the green, upper half). Save your city and exit. Remove the file RJ - Reset Maxis Ordinances.dat and reinstall any custom ordinances you wish to use.

    RJ - Reset Maxis Ordinances.zip

    DxDiag3.txt

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    Lol you beat me to it....I had noticed that with the newer update of the beta mod that the Nuclear free zone was up in the Monthly Income spot and noticed what you posted in the picture above when I removed it. I'll Try your reset maxis orinance and put the beta mod back in and see how it goes. Btw the mod is working beautifully being able to control just Commerical Services low medium or high and control the others seperately is great. Ive been able to test build some pretty realistic looking descent sized cities without having ALL of the demands high.

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    well that the one thing about radical mods....once ya use them, it sometimes imposible to go back to playing the city non cheat with some, their just that radical 44.gif

    god bless the turtle36.gif for them though...their fun to play with39.gif

     if you bulldoze either ot the "super" flower park ( i like the little green sparkles)29.gif or plaza from your city...takes a nose dive quicker into the ground, that a NASA space probe into Mars....boom crash!

    though once you start playing with them why would ya wanna turn back 3.gif...theres no turning back

    and their great for testing new stuff  and you never know what might BE ABLE TO GROW  BABY!38.gif

    or not to grow for them  famers type mayors ( not sure why you wanna do that, but some do) 17.gif

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    Just a little clarification:

    The separated demand mod above is based on Buggi's Super Demand Ordinance, which gives a 500% boost to the relevant demand effect.

    RalphaelNinja's Radical Ordinances give a 5,000% boost to the demand effects.

    However, I did make a separated demand mod with the same boost effect as in the Radical Ordinances. The 10-fold effect that is included in the Radical Ordinances might be required eg. for maintaining agricultural demand in a large city. If anybody would be interested in a separated demand mod based on the Radical Ordinances, just ask 2.gif

    However, using the radical ordinances might be contageous, as Indi said 34.gif

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    I dont like those mods that add clutter.

    I found varables in buggis mod, now i cannot find those same varibles under residential, I opened simcity1.dat no luck.

    Maybe I should just work with the commercial and industries only.

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    Regarding this mod: I have a large, established city of population around 170,000. I want to be able to build some farms, but when using this mod, it works for every other demand except farming which remains at zero. Is there a way to get farms to grow in a city this big already? I have also tried the super ordinance mod with the same results. Agriculture demand remains at zero. If there is any insight into this problem it would be appreciated.

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    That is due to education. Your sims are too smart! As soon as your sims get educated more than average, the drive to work in farms becomes zero. Multiplying zero by 500 or 5,000 still results in zero for the demand.

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    Thanks a billion for making the mod that fixes the ordinance window, RippleJet. I used to keep the Super Demand Mod in my plugin folder all of the time, enacting it only in certain cities, and not in my non-cheat cities. However, when I decided to remove it, the little problem mentioned above occured and it has started to annoy me 34.gif.

    I was actually looking at city files and thinking about replacing the infected ordinance subfiles with fresh ones, but you saved me that large task 19.gif(many cities were saved with this mod in the plugins folder).

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    Is there any way to separate the ordinances into separate files? I'm trying to get farms to grow in a city and the demand is low because all the surrounding cities are filled with farms. I'd rather not replace all the other ordinance if it's possible.

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    Sorry for waking up this old topic, but I am doing a research with these kind of plugins. I still don't really understand those demand multipliers but I am close to the understanding.

    The more important things are crime multiplier and the travel strategy modifier properties.

    I tell you that I used crime multiplier as 0. So it should eliminate crime from my city, but that didn't happen. But when I set it to 0.01 it did eliminate it. (Couldn't recognize as it was really a one hundredth of it, or just 0...) This is certainly an interesting problem.

    And also the travel strategy modifier as it was in the radical mods, change the travel mood radically to MT or car or fastest, but what I want to is to alter the wealth groups travel strategy only a little bit, like more MT for the poor.

    And another thing came to my mind: what if two different ordinance changes the same thing but differently, and both of them are activated. Then which one happen? Both or the later, and which is the later?

    Sorry for misleading the topic a little bit, but actually these stuff can help you change the demands.

    And by the way, according to my tests, the Residential Demand Effect does nothing. Am I right?


    Good ol' Liberty Islands! Someday, I'll repost my old CJ.

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    Originally posted by: bokrif I tell you that I used crime multiplier as 0. So it should eliminate crime from my city, but that didn't happen. But when I set it to 0.01 it did eliminate it. (Couldn't recognize as it was really a one hundredth of it, or just 0...) This is certainly an interesting problem.quote>

    Pretty interesting indeed. Obviously the game won't allow a value of zero...

    Originally posted by: bokrif And also the travel strategy modifier as it was in the radical mods, change the travel mood radically to MT or car or fastest, but what I want to is to alter the wealth groups travel strategy only a little bit, like more MT for the poor.quote>

    The base travel strategy is set by the properties Travel strategy percent Wealth$/$$/$$$ in the Traffic Simulator. The ordinance property Travel Strategy Modifier changes those percentages (±5 percentage units with the in-game Shuttle Service ordinance).

    Compare those to each other and you should get the idea of how the Shuttle Service works!

    Originally posted by: bokrif And another thing came to my mind: what if two different ordinance changes the same thing but differently, and both of them are activated. Then which one happen? Both or the later, and which is the later?quote>

    They cumulate. Eg. if you enable both the Legalize Gambling Ordinance and the Junior Sports Ordinance, you will get a combined Crime Effect of 1.20×0.95=1.14 times the base crime levels.

    Originally posted by: bokrif And by the way, according to my tests, the Residential Demand Effect does nothing. Am I right?quote>

    Yes, that is my finding as well. 2.gif

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    The base travel strategy is set by the properties Travel strategy percent Wealth$/$$/$$$ in the Traffic Simulator. The ordinance property Travel Strategy Modifier changes those percentages (±5 percentage units with the in-game Shuttle Service ordinance).

    Compare those to each other and you should get the idea of how the Shuttle Service works!quote>

    Well where can I find the original values of that Travel strategy percent per wealth groups? And forgive my ignorance, but what is traffic simulator else than the thing which generates the visuals of cars and such?

    And my original question was about can I put 256 on every value?

    As in the radical ordinances mod I only saw such like this: 0 0 256 0 0 256 0 0 256 (and as I interpret this it moves everybody to the strategy 'fastest' which is as I know the fastest mean of getting from somewhere to somewhere and it could be anything, so everybody -R$/$$/$$$- will use this strategy). What if I use these values?: 256 0 256 for all three wealth groups? I think this should crash the game.. Is it that every wealth groups values should be or could only be maximum 256 as sum?


    Good ol' Liberty Islands! Someday, I'll repost my old CJ.

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    Originally posted by: bokrif Well where can I find the original values of that Travel strategy percent per wealth groups? And forgive my ignorance, but what is traffic simulator else than the thing which generates the visuals of cars and such?quote>

    The Traffic Simulator is located in SimCity_1.dat. Here's a quick guide on how to find it in Reader:

    1. Start Reader

    2. Click the Simcity DAT tag on the left

    3. Click on the file simcity_1.dat (do not "Fill the list")

    4. Click the Analyser button on top

    5. Click the Tree button on rop

    6. Click the Search button on top

    7. Locate the line saying Simulator and click the + to the left of it

    8. Click the Traffic Simulator (which will be the fourth from the bottom)

    The properties you are looking for are a little bit above halfway down.

    Originally posted by: bokrif And my original question was about can I put 256 on every value?

    As in the radical ordinances mod I only saw such like this: 0 0 256 0 0 256 0 0 256 (and as I interpret this it moves everybody to the strategy 'fastest' which is as I know the fastest mean of getting from somewhere to somewhere and it could be anything, so everybody -R$/$$/$$$- will use this strategy). What if I use these values?: 256 0 256 for all three wealth groups? I think this should crash the game.. Is it that every wealth groups values should be or could only be maximum 256 as sum?quote>

     

    I am not 100% sure how the game handles values above 100%.

    If you increase the "fastest stretegy" for Welath$$ from 70% by 256% you would get 326% "fastest strategy". However, if you are not decreasing the MT option, which is set at 30%, you would get a travel strategy percentage of 30/0/326. I do not know if that is regarded as such or if the game converts those to 30/0/100 or 23/0/77 or 8/0/92 first.

    I guess you need to test your ordinance mod with different settings in order to figure that out.

    Since the Travel Strategy Percent Wealth$/$$/$$$ properties are byte (UInt8) values, they can obtain values between 0 and 255.

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    Since the Travel Strategy Percent Wealth$/$$/$$$ properties are byte (UInt8) values, they can obtain values between 0 and 255.quote>

    Yes, this is confusing. Are these percentages in the game or what? And we are back at the thing you wrote about.

    Actually I had done some tests and I used different values, and tried different combinations just to check if the crashes, and it didn't. It rather changed the travel strategies radically, but still not unrealistically. I have to smoth them a bit, but now I experienced a totally profitable mass transit, which could help everybody. 2.gif (I know, most cases the public transportition is not really profitable. But in-game you can simulate the poor using MT, which is somewhat more realistic, as not every low-class citizen has a car - this phenomenon is know outside North America as we know.)

    So different numbers between 0 and 255 work, also you can use negative too, and more precisely 256 and -256 too (this is the case with variables which can have negative values...)...

    And one other thing from your upper post:

    Originally posted by: bokrif And another thing came to my mind: what if two different ordinance changes the same thing but differently, and both of them are activated. Then which one happen? Both or the later, and which is the later?

    They cumulate. Eg. if you enable both the Legalize Gambling Ordinance and the Junior Sports Ordinance, you will get a combined Crime Effect of 1.20×0.95=1.14 times the base crime levels.quote>

    I have to doubt it. I tested a radical ordinance on crime and it uses the multiplier of 0.01. It doesn't work as other ordinances are turned on, which affect crime too! Strange. I didn't test, but theoretically the multiplier 0 could work. You just have to turn off the other ordinances.

    I can be wrong, but my tests show this conclusion so far.

    And I am thankful for you help!


    Good ol' Liberty Islands! Someday, I'll repost my old CJ.

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    What I noticed with the radical ordinance mod, is that eventually after your city has around more than 100,000 CO$$$ jobs, the CO$$$ demand goes down to around 4,000 and just remains there. So now I can't grow anymore more Hurt Enterprise Headquarters or Pedriana Pharmaceuticals. Does anyone have any suggestions? This is with CO$$, CO$$$ demand increased, Water Power Conservation Act, Clean/Air/Water/Traffic Act and Crime Doesn't Pay. Could anything be conflicting with the Mod, because I'm sick of this happening.

    I think you can delete your own message post, a good solution to a double post.

    tungston

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    What if instead of using up the ordinances screen, some lots were made, like the money generation ones, that increase demand? 

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    Originally posted by: Kylvirgoscr

    What if instead of using up the ordinances screen, some lots were made, like the money generation ones, that increase demand? quote>

    Yes, that would be fully possible.

    At least in the past, several such cheater lots have been made.

    E.g, I remember well the Raika GSM tower by CSX, which was a growable 1×4 commercial lot.

    Whenever it grew, it increased the commercial demand in the whole city quite significantly.

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    More About STEX Collections