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Greetings everybody,

I´ve made some experiencies from which I derived this mod-pack (attached to this post).

You may use this topic for questions, comments, etc.....

Below is the transcription of the readme file which contains all the explanation pertaining this mod.

Enjoy.


Features and instalation:

=========================

This pack contains several files under 4 folders:

- Jobs*

- Homejobs*

- RCIDemand**

- Extra_tools**

* CHOOSE ONLY ONE file to install from these folders.

**YOU CAN install one or more files from these folders.

To install just copy the file(s) to your plugin folder (usually under \My Documents\Simcity

4\plugins\)

::JOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER)

------

The files in this folder deals with jobs generation from the Comercial and Industrial buildings of your city.

IMPORTANT: The query window will show the original building capacity, but using the TRAFFIC QUERY TOOL you will see that each building will have more workers (up to 3 ou 6 times depending on the mod installed) for each I/C building.

Works on new and existing cities.

jobs_xx.dat - Creates x times more jobs for ALL comercial and industrial buildings.

jobs_xx_uncapped.dat - the same with no caps to growth (no need to create connections, plop rewards, etc...)

jobs_standard_uncapped.dat - just the uncap effect (it fixes the IHT bug - see below for more info)

jobs_nominal_uncapped.dat - Each building will generates only jobs of the same wealth level, so what you see in the query window (for example IHT building with 60 jobs) is what you get (60 $$$JOBS). With no caps.

jobs_rebalanced_uncapped.dat - Rebalanced version. Each $$ building creates 20%$$$jobs, 50%$$jobs and 30% $jobs. Each $$$ building creates 30%$$$jobs, 50%$$jobs and 20% $jobs. And industry Dirty will create  10%$$$jobs, 20%$$jobs and 70%$jobs. With no caps.

NOTE ON UNCAPPED: This mod prevents the cap to increase, but does not eliminate existing cap in your city.

::HOMEJOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER)

----------

The files in this folder deals with residential caps and residential JOBS (SiMs work at home, a.k.a residential jobs)

Note that the residencial capacity remains unchanged. A building with capacity for 200 sims will continue to support 200 sims, but will at the same time (in addition) provide jobs (the number of jobs is a percentage of the building capacity).

The jobs created will be of the same wealth level of the building ($JOBS for R$, $$JOBS for R$$, $$$Jobs for R$$$).

-10pct_homejobs_uncapped.dat - provides 10% of the building capacity in jobs

-25pct_homejobs_uncapped.dat - 25% jobs

-100pct_homejobs_uncapped.dat - 100% jobs - in effect you will not need  any industrial or commercial building in your city since all sims will work at home.... (the demand for Industrial and commercial will still be there...)

-r_standard_uncapped.dat - no jobs(normal residences) - only the uncap effect.

*UNCAPPED = removes the cap to growth (no need to create connections, plop rewards, etc...)

NOTE: Doesn´t affect TAX CAPS. For each population range you MUST lower taxes to a certain level, otherwise the active demand will be capped at ZERO and nothing will grow.

::RCIdemand (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)

-----------

The files in this folder can be combined. Each one will LOCK the respective demand in the max value possibile. No matter what

you do in the game, the demand will remain still....

If you want for example, max R$$$ demand and max IHT demand, just put theses 2 files in your plugin folder. To supress unwanted

demand (to filter) just raise taxes of the unwanted developer to maximum. That way you can create specific types of cities.

Co$$$_activedem_ON.dat - Comercial Office $$$ max active demand ON.

Co$$_activedem_ON.dat - Comercial Office $$ max active demand ON.

Cs$$$_activedem_ON.dat - Comercial Service $$$ max active demand ON.

Cs$$_activedem_ON.dat - Comercial Service $$ max active demand ON.

Cs$_activedem_ON.dat - Comercial Service $ max active demand ON.

ID_activedem_ON.dat - Industry Dirty max active demand ON

IHT_activedem_ON.dat - Industry High Technology max active demand ON

IM_activedem_ON.dat - Industry Manufacture max active demand ON

IR_activedem_ON.dat - Industry Resource max active demand ON

R$$$_activedem_ON.dat - Residential $$$ max active demand ON

R$$_activedem_ON.dat - Residential $$ max active demand ON

R$_activedem_ON.dat - Residential $ max active demand ON

::EXTRA_TOOLS (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)

-------------

These extra features provide more control over your cities.

-desire_override.dat - Change the park and landmark effect in the overall desirability, overriding others factors such as

traffic, pollution, crime, education, garbage, etc.....  in effect you can manipulate the overall desirability using parks.

-easymoney.dat - Multiplies the monthly income of your taxes by 10 so you can lower taxes to 1% and still run your city easily.

-no_fire.dat - Elininate all fires occurrences, including arson crime so you will never be interrupted again by a random fire...

-NO_TRAFFIC.dat - Transportation won´t generate traffic. I used this to make ultra-population experiments (3.600.000 sims in

the smallest city) and other "stress tests" that required the elimination of traffic from the equation.

-Super_waterpipe.dat - Improve water pipe radius, requiring LESS pipes to cover your city. Especially useful in the larger

cities due to performance issues.

-parktools.dat - The first 4 itens in the "park menu" have the follow effects:

1) basketball court: Creates 10.000.000 JOBS for low wealth sims (R$).

2) ranger cabin: creates 10.000.000 jobs for medium wealth sims (R$$).

3) tennis court: creates 10.000.000 jobs for high wealth sims (R$$$).

4) small plaza: If you install the "desire_override mod" plopping this item will Max out desirability for the entire city,

for all developers(residential, commercial, industrial - including Farming which will grow anywhere you place them....)

I´ve used this tools to make super-population experiments, among other things.

Detailed Explanation on the Concepts behind this mod

====================================================

Before ugins this mod, it´s important to quickly review how some things

works in SimCity 4 so you can understand what the mod changes.

Every commercial or industrial building in SC4 has a capacity that indicates how many SIMs can work in it. What not everybody

knows is that Capacity does not equal JOBS. The game's engine will derivate the JOBS based on the CAPACITY of the building.

It´s important to know that there´s only 3 types of JOBs:

$JOBs

$$JOBs

$$$JOBs

It can look pretty obvious since there´s only 3 types of SIMs: R$, R$$, R$$$. But we have different type of workers based

on the level/quotient of Education (EQ). Internally the games splits the workforce in 4 levels for each wealth type, based

on the EQ. So in the end we have 12 different "types" of workers. Actually this "workforce subsystem" has only one fundamental function in the game: Each type of the 12 workforce type will dictate what type of "developer" commercial (service or office) or industrial (dirty, manufacture or high-tech) to build by increasing its respective demands.

So if you have a city with no shools (low EQ) there will be little or no demand for IM, IHT or even commercial offices.

But in the end, there´s only 3 types of JOBS as stated before. So once a industrial or commercial building appears in the game (grows or if you plop) it will provide JOBS, and SIMs regardless of the EQ level, WILL work on it.

Now that the workforce role is clarified, lets Back to Jobs x Capacity.

Each Industry or Commerce pertains to a wealth level ($, $$ or $$$) BUT as stated before, the capacity of the building does

not translate into JOBS. Wich means that an Industrial building wealth $$$ with capacity = 40 DOES NOT generates 40 $$$JOBS.

For each type of commercial or industrial, the game engine will derivate $, $$ and $$$ JOBS for each building, using the

capacity as reference. So in the previous example, the IHT building with 40 capacity will generate, based on the default game

settings, 4 $JOBS(10%), 32 $$JOBS(80%) and 4 JOBS$$$(10%)*.

* BUG: The game engine have a BUG that prevents the JOBS$$$ and JOBS$ for Industry Hi-tech for being created. If you ever

wonder why wealth sims ($$$) NEVER work on IHT building, now you know why. This bug occours when you try to use(when modding the game)  similar % for each JOB type. Since the default game specs dictate 10% for BOTH JOBS$ and JOBS$$$ on IHT industry,

the game engine will truncate theses values and will generate noone.

So it´s possible to change the amount of Jobs generated for each developer type.

The overall and resumed demand cycle works as follows:

1) Industrial or Commercial building grows generating JOBS. (as explained above, it´s possible to change which type and how many JOBs each type of developer will generate).

2) For EACH JOB ($, $$ or $$$) created, the game adds TWO "points" (200%) of the respective ($, $$ or $$$) RESIDENTIAL DEMAND. - do not confound building capacity with JOBS!!! a single building usually generates all tree type of jobs, regardless of the wealth type of the building (exception for I-D, I-R and Cs$ which for balance/concept reasons, only generates $JOBS)

3) Residential buildings grows, generating Workers (usually 30 to 40% of residential occupancy is of workers)

4) School (EQ) factor splits the workforce into 4 categories for each wealth level.

5) Each one of the 12 "types" of workforce will increase the demand for certain developer types (Industry and Commercial)

6) The new added commercial/industrial demand allows more buildings to grow, closing the cycle which then restart at step 1.

This is the overall cycle. In the "in-betweens" other events occurs and it's possible to "hook" some commands such as increase or decrease demand, caps, etc....   every time a certain build grows, it satisfy the respective demand by 100% (changeable) of the added capacity... it also CREATES or ALLEVIATES CAPS (which can be modded too) among other possibilites.

TO be brief, The demand cycle is very segmented and allows a great deal of customization.

Ah and it´s worth to note that due to this segmentation, each demand type is a isolated variable and it´s possible to set the minimum and maximum values for each one at will (including regional demands)

=============================================================

Look for more info on the Simtropolis.com and Simcity4Devotion.com FORUMS (modding section) for more information.

RCImulti.zip

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Originally posted by: The_sanderson Well,it´s a really nice mod,but many things here don´t work well.quote>

What?

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Well, I downloaded it because of my Demand issue that I posted about and it "cured" it. So, thank you very much. The only thing I didn't like was that my whole city had really bad desireability for anything commercial. I'm guessing I need to take out the desireability in the "extra-tools" folder so I'll try that.

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Well, in my own opinion RCIMulti is aa fantasticc mod, the extra water is really cool...

I always get the link of this mod to my friends...And they alwas approve.

When i say about the working, somethings aren

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    Hi again,

    If anybody have any doubt, suggestion, etc.. just post here as I'm around to answer.

    Now that Cities XL is confirmed to be a huge flop, I will reinstall SC4 and have some fun again....

    @The_sanderson: Don't forget to lower your taxes because this is the only "cap" that this mod doesn't override. If you are in Brazil just send a pm as I'm there too...

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    The simulation engine uses several parameters that are stored in moddable files to run the demand/jobs/population cycle. One of theses parameters determine for each developer type (R$,R$$,R$$$, etc...) a percentage of Jobs $, $$ and $$$ to derive from each building. This mechanism also works for residences, so there you have 'homejobs' 4.gif

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    I have a question: Do you know if this will work with other job multipliers, such as the industry quadrupler?

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    OK, so last night, I tested it with a developed city, and I got some really counter-intuitive results. Using the 10% res. jobs mod and the 3x jobs multiplier, I was expecting commercial and industrial demand to go down and residential demand to go up. Instead, the exact opposite happened. Despite there being more than a million and a half unfilled jobs in a city of 450,000 (according to the census repository), commercial demand maxed out in four out of five categories, along with I-HT. Meanwhile, residential demand absolutely crashed--bottomed out completely for medium and high wealth, below -5000 for low wealth. It's not my residential caps (they're at 6, 12, and 6, respectively), and it's not commuters from elsewhere in the region taking all the jobs. So I'm stumped. I took out and res. jobs mod and put in the 6x multiplier and got the same result. I took out the job multiplier entirely and put in the res. jobs 25% mod, and my residential demand soared. Without any of the RCI multi mods, my R$ and R$$$ is high, but R$$ is depressed (I figure that's because I recently overbuilt R$$ in several cities).

    So, any guesses as to what's happening here?

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    Originally posted by: mayor_brando

    I have a question: Do you know if this will work with other job multipliers, such as the industry quadrupler?quote>

    Yes, this mod (except the extra-tools, depending of the case) should be compatible with almost  if not all other mods found here on simtropolis, because it changes very specific parameters regarding the demand cycle inside the simulation.

    Industry quadrupler for example, changes manually the capacity of each lot so if you instal the JOBS_X3 together with industry quadrupler, it will multiply the already quadruplicated job by 3, resulting in 12x more industrial jobs.

    Custom created funcional buildings/lots that generate jobs or residence will work too (the above principle apply)

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    Originally posted by: RedImperator

    OK, so last night, I tested it with a developed city, and I got some really counter-intuitive results. Using the 10% res. jobs mod and the 3x jobs multiplier, I was expecting commercial and industrial demand to go down and residential demand to go up. Instead, the exact opposite happened. Despite there being more than a million and a half unfilled jobs in a city of 450,000 (according to the census repository), commercial demand maxed out in four out of five categories, along with I-HT. Meanwhile, residential demand absolutely crashed--bottomed out completely for medium and high wealth, below -5000 for low wealth. It's not my residential caps (they're at 6, 12, and 6, respectively), and it's not commuters from elsewhere in the region taking all the jobs. So I'm stumped. I took out and res. jobs mod and put in the 6x multiplier and got the same result. I took out the job multiplier entirely and put in the res. jobs 25% mod, and my residential demand soared. Without any of the RCI multi mods, my R$ and R$$$ is high, but R$$ is depressed (I figure that's because I recently overbuilt R$$ in several cities).

    So, any guesses as to what's happening here?quote>

    My first guess would be taxes. When the city population reach certain milestones, the game requires that you lower taxes to a certain level. This is an original game rule not caused by the mod. So try first lowering residencial taxes to a minimum just to see if there's any effect.

    Since the city was created before the instalation of the mod, I would suggest to try the mod on a new city to confirm if this behaviour repeats. If it do, then it's possible that this is the result of a inbalance beteween the new jobs created and the demand satisfied.  For each job created, X amount of  "demand points" must be satisfied (canceled).

    If this is the case, then this is a bug to be corrected. Meanwhile you can fix this by shaping the demand using the "R?_activedem_on"  for the wealth levels you want to grow. So first you remove the jobs multiplier to avoid creation of more jobs since there are plenty already, and put the demand file(s) to increase the population. When the statistics is close to equilibrium you can remove the demand lock and let the game take back control of the situation until you need or want to acclerate jobs creation. You can pretend that you are the FED chairman (Ben Bernanke) and are creating a realestate bubble...  3.gif

    If I remember correctely the numbers of jobs are attached to each building in the game in the growth stage. So even if you remove the homejobs mod, the residences that grown during the use of the mod, will maintain the jobs created, which is good so you can have part of the city with normal residences, and others which have jobs.

    I wil check the mod this weekend and if necessary post an update ASAP.

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    All right, I'll do that. I'll start a new city this weekend and see what happens; in the meantime, I'll play with the residential demand mods. I'll let you know if I see anything.

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    I seemed to have a similar experience to RedImperator. The modds that I use in this download are those for demand, when I use them I only seem to get R$$ to grow, but nothing else, infact my CS$ all abandone even though it's demand is high. When I take the modd out of the plugins folder to go back to normal play my R$$ demand plummets to -6,000 and never recovers.

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    I currently have the cam modd and i have tried the RCI modd on my existing cities and nothing happend so my question is do i have to unstall the cam modd

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    Originally posted by: Mike_W

    I seemed to have a similar experience to RedImperator. The modds that I use in this download are those for demand, when I use them I only seem to get R$$ to grow, but nothing else, infact my CS$ all abandone even though it's demand is high. When I take the modd out of the plugins folder to go back to normal play my R$$ demand plummets to -6,000 and never recovers.quote>

    I will test to confirm, but if I remember correctly if you overgrow using any of the commercial/industrial demandlockers the excess of jobs will depress the residential demand. During my tests I experienced this effect, but at the time I concluded it is a natural outcome of manipulating directly the absolute demand values. To work around this, remove the commercial/industrial/jobs mod and put only the residential demand locker so you can bring back balance again to the city. Don't forget to look at taxes as it in some cases caps the growth of some developers.

    Anyway I will review all mods and put some tips and guidelines to better use its features as well fix any bug that I found.

    Originally posted by: cvic2003

    I currently have the cam modd and i have tried the RCI modd on my existing cities and nothing happend so my question is do i have to unstall the cam moddquote>

    I'm not familiarized with this particular MOD. What this CAM mod do exactely?

    What particular feature of RCIMulti you tried that didn't work?

    If  the CAM is suspect, try temporarily removing it to see what happens or try creating a new city to confirm if there's no effect.

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    By anychance this CAM mod is the custom lots made by "Camco Lots"?

    If it is I will check later why is not working, because it should.

    However I'm almost certain that only the JOBS portion of RCImulti is not working with Cam.... the demand lockers should be working properly however....

    nevermind...

    I Found what CAM is, took a look in the discution board and now I have an idea of what it does....

    Well what I Know for sure is that it changes the same parameters that RCIMulti does. In order to rebalance things for the extra growth stages that they created, they altered the jobs distribution table that RCImulti also changes...

    So it's not compatible.

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    I am having difficult problems with them all. I have the expanison pack i have normal mods installed i have one folder with things per city i need and the other has added buildings but no matter what i do or try none of them work. I have the patch where the night lights on the created buildings work unless there is even a newer one but i really want these to work it save time, but any help?

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    If it's not working, then I recommend temporarily removing all others plugins and putting only the RCImod file(s) that you want to use. Put the files directly under the \plugins folder. Run the game and see if the demand lockers are working. If the demand are being maxed-out than it's working and you should put back your mods, one by one until you find the imcompatible mod, if there's any.

    You also must have either the Deluxe version or RushHour with the latest patch (1.1.638) - hover the mouse cursor over your simcity.exe to see the game version.

    I already made some tests here and so far didn't found any inconsistence. But I have several remarks to post here that everyone must observe when using the features provided by RCImulti.

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    That helps a lot, thank you! So what you're saying is that if I only use your modd and not others at the same time I will be able to build multiple wealth levels? What I would like to do is have high demand for all levels of Residential, Commercial and Industrial. Will I be able to have maxed-out R$$ but still be able to build R$ or R$$$ or will R$$ be the only one able to grow?

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    You can use other mods with RCImulti. So far the only 100% confirmed to be incompatible mod is the Colossus Add On "CAM". There may be others incompatible mods published elsewhere, especially sc4devotion that also has a big mod library. So you put first RCimulti then you put back the mods you have (one by one) until you find the incompatible one.

    Yes you can max out only R$$ demand and other types will still grow. But if you want to block other types (R$ for example) just raise taxes to maximum of the undesirable RCI type.

    Observe that demand alone don't make things grow. You must observe the desirability/convenience map to see if it's green for the RCI type you want to grow. So you will still have to put parks, rewards, civic builds, water, energy, etc.

    If you want to bypass this, put also the desire_override.dat and parktools.dat from the "extra-tools" folder and when playing, plop the "small plaza" anywhere in your city and everything will grow anywhere, regardless of pollution, crime, education, etc... even farms will grow next to industry Dirty.... but you still have to provide water and energy for your city... if you don't want to, then use the original game cheats to disable water and power requirements.

    Following this recipe you can play in "invincible mode" or "sculptor mode" if that's what you want.

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    Originally posted by: RedImperator

    All right, I'll do that. I'll start a new city this weekend and see what happens; in the meantime, I'll play with the residential demand mods. I'll let you know if I see anything.quote>

    Well, I made several tests and experiments and so far couldn't replicate the reported problem with residencial demand plummeting out of the blue.

    In fact, the jobs multiplier will accelerate/increase the residencial demands, since jobs is what drives R demand.

    However is your city population reach the 1.000.000 mark, you *must* lower your tax below the default 9% otherwise the demand will depress. This is a game rule. I tried 5% and it recovered almost instantly. Other population marks will require even greater rate cuts down the road.

    Other thing to look is for Regional connections. If there are other cities in your region and you are linked to them, this will affect the demand of your city. So if you have an oversupply of jobs in your city and excess of workforce in other cities, this will depress the residencial demand of the city with extra jobs...

    If you want to test this, just cut all the connections to other cities (buldoze 1 tile of each road/rail, etc.) and the change in demand should be almost instantaneous.

    I checked the mod for any colateral effect and found nothing that could cause this particular problem. In fact I'm testing a city (build from scratch) alternating jobs_x3 and x6 and everything is fine. The city has for now 1.600.000 sims and I will continue to test.

    One important observation: The jobs multiplier will increase TRAFFIC dramatically because it concentrates more sims in the same buildings. So it's recommended to use the NAM option to increase traffic capacity x6 for jobsx3 and x10 for jobsx6. If this and other things aren't observed, there will be mass abandonment caused by long trip times.

    Another important obs: Using the jobs multiplier mod, there will be a tendence of the Industrial/commercial (especially industrial) demand to surpass the really needed creation of jobs. So to avoid overbuild industrial/commercial capacity, I suggest monitoring the jobs supply using the Census Repository v2 or v3 by ripplejet (there's a forum topic about this mod here on Simtropolis) which can be found also on Sc4devotion.

    Other useful mod to get more information from the game is the "Query upgrade mod" by Equinox, which will display the total demand and the active demand. The total demand is useful to track the effects of the jobs mod.

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    niloluiz: I wasn't able to replicate the problem either. The city involved was pretty borked anyway, so I ended up just annihilating the entire thing and starting over, which actually gave me a bit of an opportunity to experiment some more. I settled on the 3x job mod (I altered the mod by removing the industry job multiplier since I already had the industry quadrupler), res. jobs 25%, and no demand lockers. After I restarted the city and restored all my neighbor connections, and with tax rates for all RCI jobs at default, I had astronomical demand for all types of commercial except CS$$$ (and even that was high, over 4000) and maxed out demand for all three residential types (industrial demand was low across the board, but this wasn't surprising because there's a large industrial city next door). So far I've brought back about 30,000 residents, all R$$ (I set taxes for R$ and R$$$ temporarily to 20%), without making a serious impact on R$$ demand. Meanwhile, I've filled CO$$$ demand easily by plopping skyscrapers, and let the simulation naturally meet the other types of commercial demand. CO$$ is down to about 3000, CS$$$ is low and generally staying low, CS$$ is high and, so far as I can tell, I've made not a dent in CS$.

    I expected the high commercial demand because I'd obliterated nearly a quarter million commercial jobs. Traffic queries show the jobs multiplier is working. I've filled Cx$$$ demand rather easily, but I'm not sure how much of that is the mod and how much of that is the 430,000 or so residents who haven't returned yet. What I'm really curious to see is when I start to satisfy residential demand, especially R$$. The population of the previous iteration of this city was 460,000, a substantial majority of it middle class, when the jobs mod apparently caused a demand crash. I want to see if I can reach similar numbers with the same external conditions (i.e., no changes to neighbor cities and the same number of connections). If I can, then the demand crash was a one-time thing and probably caused by some unique wonkiness in the previous city.

    EDIT: After looking over your list of potential causes to the problem last time, I can tell you it wasn't taxes (city had fewer than 1 million residents and taxes were at 6, 2, and 6% anyway).  I didn't notice any new traffic problems (though I can't rule out the possibility of existing bottlenecks getting worse).  I considered overbuilding R$ and R$$ in a pair of neighbor cities as a culprit, but 1) R$$$ crashed too, and 2) R$ and R$$$ maxed out once the jobs mod was removed. I'm inclined to believe the cause was somehow related to the 1.2 million vacant jobs the mod created.  I wouldn't be surprised if it turned out if the simulator just went kerflooey when faced with a million job vacancies magicked out of nowhere.

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    Well, my test city has surpassed 4.000.000 sims and are still going on. I believe the most problabe cause for unexpected effects is the regional factor.

    The jobs multiplier indeed have the effect of making excess of jobs too easy, but this alone doen't explain the reported R problem. I had more then 2.000.000 vacant jobs at one point in my city and this didn't caused any anomaly.

    The new version of Census Repository (v3) now shows the regional commuters that are working in the city. A must-have mod to have better control of the demand/supply of jobs especially when using jobs multiplier.

    I will try to find a way to reduce/eliminate the colateral effect that allows overcreation of jobs. The demand must be reduced proportionally to every job created. Unfortunately the solution is not as straightforward as it seems since each industrial/commercial demand type is generated by the workforce subsystem that bases the amount of demand for each CI type according to EQ levels.

    If I find a satisfactory solution, I will release a v1.2 with more options like individual multiplier for each CI type and more multiplier options. Meanwhile if you know how to deal with iLive Reader you can customize easily the mod for your cities.

    OBS: The multiplied jobs will be counted normally by the Census Reporitory mod. However homejobs will not be counted (the same occurs with "public" jobs like those provided by civic buildings - schools, hospitals, etc...).

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    Hi!

    I've been having problems with this mod.

    I removed it for a while from my plugins folder and when I went back to my city I noticed a massive abandonment in commercial jobs. I mean, before I removed it my city had 585,000 R and 550,000 C, and after I removed the mod I still had 585000 residents but 0 commercial jobs :S.

    I tried putting the mod again, but nothing changed. Even when I put functional commercial landmarks it still remains in 0. Does somebody know how to fix it? As I said before, I tried putting the mod again, but nothing changed 15.gif

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    @M85: If you used one of the jobs multiplier, than there's a tendency to overgrow jobs beyond what the city needs. Read the above posts as it contains many useful tips about this particular problem. In SC4, jobs once created don't go away, never. There's no commertial abandonment like it does for residential lots. So either all the jobs you created are being used, or there's not enough sims to fill the vacant jobs. Traffic is another problem. using the jobs multiplier will put an enormous stress in your traffic network because it will condensate more sims in the same buildings, so watch for bottlenecks that can be preventing sims to reach the commercial jobs.

    I recommend to use the last CENSUS mod for tracking down the overall population x jobs figures of your city/region (read the above posts). Also if you are playing with various cities interconnected (region play) than this can be interfering.

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    Sounds very exciting, probably the most important mod after NAM !

    jobs_rebalanced_uncapped.dat works for existing cities ?

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    @huntingfire: Works for old cities as well. However only new building (that grow after the mod instalation) will have the homejobs or jobsmultiplied.

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    Hi there, can you tell me more about the "jobs_rebalanced_uncapped.dat "?

    There is something really interesting in it. Do you think it could be defined as a realism mod? I mean I'm about to start a new region as the last one I had had always Res $ and Com $ demand at maximum, I believe mostly given the fact my downtown city is very desirable and only R$$$ and R$$ were coming there to live. I would like not to have such an high demand for R$/Cs$, do you think your mod could be the solution then?

    I hope I was clear..

    Thanks

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