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Ordinances (Complete List)

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Have you ever wondered if you should use an Ordinance in your game?  ...but didn't know what it really did?  The bad effects?  Total Costs?  Benefits?  Seek no further!  The answers are now here.  (If this thread helps you, Bookmark it to find it again, or reply with your thoughts.)

This thread was inspired by ideas and requests found in a thread titled: The Worst Ordinances ever (Poll Included)  "Which are the worst Sim City 4 ordinances and why?" 

After much research, Here is a Complete List of Ordinances and their Secrets!  I have chosen to divide these into 12 categories for ease of use.  Choosing which ordinance to use depends on what you want / need in your current city.  (Feel free to discuss anything about these, mention anything missing or mistaken.  This list will be updated with corrections as needed.)  Enjoy~!

Ordinances of SimCity 4 Deluxe / Rush Hour (20)

This is a complete list of Ordinances and their details as found in the Sim City 4 Deluxe game.

Crime

Junior Sports Programs  ($100/mo + $0.005 per $ in the park & rec budget)

     Requirement: Must have at least 1 park structure.

     Benefit: Crime globally reduced by 5%

Neighboorhood Watch  ($10/mo + $0.001 per resident)

     Requirement: Must have at least 1 police structure.

     Benefit: Crime globally reduced by 5%

Youth Curfew Act  ($40/mo + $0.002 per resident)

     Benefit: Crime globally reduced by 5%

     Bad Effect: Mayor Rating reduced by 10pts

Legalize Gambling  ($100/mo INCOME)

     Benefit: Allows possibility of a Casino Business Deal

     Bad Effect: Crime globally increased by 20%

Demand

Clean Air Act  ($20/mo + $0.005 per resident)

     Benefit: Air Pollution globally reduced by 10%

     Bad Effect (or Benefit): Dirty Industry Demand reduced by 5% (Experts say its actually only 0.33%.)

Nuclear Free Zone  ($50/mo + $0.002 per resident)

     Benefit: Mayor Rating increased by 5pts

     Benefit: Farm Demand increased by 0.33%

     Bad Effect: High-Tech Industry Demand reduced by 0.17%

     Bad Effect: Forces removal of Nuclear Power Plants, restricts building new ones

Paper Waste Reduction Program  ($20/mo + $0.005 per resident)

     Benefit: Garbage output reduced by 10%

     Bad Effect: Commercial $$ Office Demand reduced by 5% (Experts say its only 0.33%)

     Bad Effect: Commercial $$$ Office Demand reduced by 5% (Experts say its only 0.17%)

Power Conservation Act  ($0/mo + $0.005/mo per resident)

     Benefit: Power consumption globally reduced by 10%

     Benefit: Power Neighbor Deal Costs reduced by 10%

     Bad Effect: All Industry Demand (except Farms) reduced by 5% (Experts say its actually only 0.50%)

     Bad Effect: Mayor Rating reduced by 10pts (Experts say this does not happen at all so 0%)

     Bad Effect: Lifespan of Power Plants reduced by 10% (Experts say this does not happen at all so 0%)

Tourism Promotion Program  ($50/mo + $0.005 per $ in the Landmark budget)

     Benefit: All Commercial Service Demand increased by 2% (Experts say its actually only 0.33%)

Water Conservation Program  ($50/mo + $0.005 per resident)

     Benefit: Water consumption globally reduced by 10%

     Bad Effect: All Industry Demand reduced by 5% (Farms by 10%) (Experts say its actually as follows on the next 4 lines:

     Bad Effect: Farms Demand reduced by 0.83%

     Bad Effect: Dirty Industry Demand reduced by 0.50%

     Bad Effect: Manufacturing Industry Demand reduced by 0.33%

     Bad Effect: High-Tech Industry Demand reduced by 0.17%)

Education

Pro Reading Campaign  ($50/mo + $0.005 per $ total citywide monthly Library funding) (Experts say its actually $20/mo + $0.005 per $ total citywide monthly Library funding)

     Benefit: Education Quotient increased by 10%

Fire (Flammability)

Smoke Detector Program  ($0/mo + $0.001/mo per resident)

     Benefit: Flammability globally reduced by 5%

Garbage

Paper Waste Reduction Program  ($20/mo + $0.005 per resident)

     Benefit: Garbage output reduced by 10%

     Bad Effect: Commercial $$ Office Demand reduced by 5% (Experts say its actually only 0.33%)

     Bad Effect: Commercial $$$ Office Demand reduced by 5% (Experts say its actually only 0.17%)

Tire Recycling Program  ($20/mo + $0.001 per resident)

     Benefit: Garbage output reduced by 3%

Trash Presort Requirement  ($26/mo for first Recycling Center + $1 for each additional one) (Experts say its actually $20/mo + $0.003 per resident) 

     Requirement: Must have at least 1 Recycling Center.

     Benefit: Garbage output reduced by 3%

Health

Community CPR Training Program  ($50/mo + $0.005 per resident)

     Benefit: Health Quotient globally increased by 10%

Free Clinic Program  ($50/mo + $0.005 per each $ of Medical Clinic funding)

     Benefit: Health Quotient globally increased by 10%

Mayor Rating

Automobile Emission Reduction Act  ($20/mo + $0.05 per resident)

     Benefit: Air Pollution globally reduced by 10%

     Bad Effect:  Mayor Rating reduced by 5pts

Nuclear Free Zone  ($50/mo + $0.002 per resident)

     Benefit: Mayor Rating increased by 5pts

     Benefit: Farm Demand increased by 0.33%

     Bad Effect: High-Tech Industry Demand reduced by 0.17%

     Bad Effect: Forces removal of Nuclear Power Plants, restricts building new ones

Power Conservation Act  ($0/mo + $0.005/mo per resident)

     Benefit: Power consumption globally reduced by 10%

     Benefit: Power Neighbor Deal Costs reduced by 10%

     Bad Effect: All Industry Demand (except Farms) reduced by 5% (Experts say its actually only 0.50%)

     Bad Effect: Mayor Rating reduced by 10pts (Experts say this does not happen at all so 0%)

     Bad Effect: Lifespan of Power Plants reduced by 10% (Experts say this does not happen at all so 0%)

Youth Curfew Act  ($40/mo + $0.002 per resident)

     Benefit: Crime globally reduced by 5%

     Bad Effect: Mayor Rating reduced by 10pts

Legalize Gambling  ($100/mo INCOME!)

     Benefit: Allows possibility of a Casino Business Deal

     Bad Effect: Crime globally increased by 20%

Pollution

Automobile Emission Reduction Act  ($20/mo + $0.05 per resident)

     Benefit: Air Pollution globally reduced by 10%

     Bad Effect:  Mayor Rating reduced by 5pts

Clean Air Act  ($20/mo + $0.005 per resident)

     Benefit: Air Pollution globally reduced by 10%

     Bad Effect (or Benefit): Dirty Industry Demand reduced by 5% (Experts say its actually only 0.33%.)

Commuter Shuttle Service  ($20/mo + $0.005 per resident)

     Benefit: Air Pollution globally reduced by 2%

     Benefit: Mass Transportation use increased by 5% for R$, 14% for R$$, 33% for R$$$

     Benefit: Car Traffic reduced by 25% for R$, No change for R$$, 6% for R$$$

Landfill Gas Recovery Program  ($20/mo + $50 per landfill tile) (Experts say its actually $20/mo + $0.001 per resident)

     Requirement: Must have at least 1 operating Landfill and at least 1 Gas Power Plant

     Benefit: Air Pollution globally reduced by 3%

     Benefit: Gas Power Plant Efficiency increased (Experts say this does not happen at all)

Power

Landfill Gas Recovery Program  ($20/mo + $50 per landfill tile) (Experts say its actually $20 + $0.001 per resident)

     Requirement: Must have at least 1 operating Landfill and at least 1 Gas Power Plant

     Benefit: Air Pollution globally reduced by 3%

     Benefit: Gas Power Plant Efficiency increased (Experts say this does not happen at all)

Power Conservation Act  ($0/mo + $0.005/mo per resident)

     Benefit: Power consumption globally reduced by 10%

     Benefit: Power Neighbor Deal Costs reduced by 10%

     Bad Effect: All Industry Demand (except Farms) reduced by 5% (Experts say its actually only 0.50%)

     Bad Effect: Mayor Rating reduced by 10pts (Experts say this does not happen at all so 0%)

     Bad Effect: Lifespan of Power Plants reduced by 10% (Experts say this does not happen at all so 0%)

Traffic

Carpool Incentive Program  ($50/mo + $0.01 per resident)

     Benefit: Traffic congestion (volume) decreased by 20% (Experts say this does not happen at all so 0%.)

Commuter Shuttle Service  ($20/mo + $0.005 per resident)

     Benefit: Air Pollution globally reduced by 2%

     Benefit: Mass Transportation use increased by 5% for R$, 14% for R$$, 33% for R$$$

     Benefit: Car Traffic reduced by 25% for R$, No change for R$$, 6% for R$$$

Water

Water Conservation Program  ($50/mo + $0.005 per resident)

     Benefit: Water consumption globally reduced by 10%

     Bad Effect: All Industry Demand reduced by 5% (Farms by 10%) (Experts say its actually as follows on the next 4 lines:

     Bad Effect: Farms Demand reduced by 0.83%

     Bad Effect: Dirty Industry Demand reduced by 0.50%

     Bad Effect: Manufacturing Industry Demand reduced by 0.33%

     Bad Effect: High-Tech Industry Demand reduced by 0.17%)

Note: Experts say that each of these costs the small amount of $10 or $20 to enact and $10 or $20 to retract. However, I have not experienced this.

Available Ordinance Mods List  (7)

Radical Ordinance V2.0 - Extreme ordinance benefit boost (considered a cheat by most)

Buggi's Super Demand Ordinance - Causes serious Demand Increase to grow your city huge. (considered a cheat by most)

- RJ - Super Demand Ordinances - Separated - Changes half the ordinances to High Demand ordinances [Learn More] (considered a cheat by most)

- RJ - Super Demand Ordinance - Farming - Changes one ordinance into a High Farm Demand ordinance [Learn More] (considered a cheat by most)

RJ - Reset Maxis Ordinances - Remove all mods, put this in, and it restores all Default Ordinances [Learn More] (considered a cheat by most)

- Lottery Program - Turns one ordinanceinto a Lottery Income Ordinance (considered a cheat by most)

- Cousin Vinnie Ordinance - Gives $200,000/mo with no negative effects (considered a cheat by most)

- (More coming soon...)

EA/Maxis Unfinished Ordinances  (26)

Aerospace Incentive

Alternate Driving Days

Backyard Composting

BioTech Incentive

Bridge Tolls (INCOME)

Center Line Maintenance

Clean Industry Association

Conservation Corps

Crossing Guards

Earthquake Preparation

Electronics Job Fair

Farmers Market

Industry Pollution Fee (INCOME)

Industrial Waste Disposal

Lawn Chemical Ban

Leaf Burning Ban

Municiple Services

Parking Fines (INCOME)

Police Outreach

Public Access Cable

Shelters

Smoking Ban

Stairwell Lighting

Subsidized Transit

Water Meters

Water Tower Ads (INCOME)

User-Suggested Possible New Ordinances (13)

Agricultural Pesticide Ban  (Cost $20/mo + $0.01 per Farm Job)

     Requirement: Must have at least 1 profitable Farm.

     Benefit: Water Pollution reduced by 10%

     Benefit: Health Quotient globally increased by 5%

     Bad Effect: Farms demand reduced by 2%

Animal Cruelty Humane Society  (Cost: $50/mo + $5 per clinic/hospital)

     Benefit: Mayor Rating increased by 5pts

     Benefit: Crime globally reduced by 5%

City/Region Lottery  ($100/mo INCOME + $0.001 per resident)

     Benefit: Mayor Rating increased by 5pts

     Bad Effect: Crime globally increased by 10%

Condo/Hotel/Resort Program ($200/mo INCOME + $0.015 per R$$ and R$$$ resident)

       Benefit: Mayor Rating increased by 5pts

       Benefit: All Commercial Service Demand increased by 4% (Experts may suggest it only be 0.66%)

Clean Water Act  (Cost $20/mo + $0.005 per resident)

     Benefit: Water Pollution reduced by 10%

     Benefit: Health Quotient globally increased by 5%

     Bad Effect (or Benefit): Dirty Industry Demand reduced by 5% 

Double Parking Fines  ($20/mo INCOME + $0.001 per resident)

     Benefit: Mass Transportation use increased by 5% for R$, 2% for R$$, 1% for R$$$

     Benefit: Car Traffic reduced by 5% for R$, 2% for R$$, 1% for R$$$

     Bad Effect: Mayor Rating reduced by 5pts

Financial Bailout Legislation  ($100/mo + $10 per government building)

     Requirement: Must have at least 1 government building.

     Benefit: All Commercial Demand increased by 0.83%

     Benefit: All Industrial Demand increased by 0.83%

     Bad Effect: Mayor Rating reduced by 10pts

     Bad Effect: Crime globally increased by 5%

     Bad Effect: Education Quotient globally decreased by 5%

     Bad Effect: Air Pollution globally increased by 1%

Honor System Mass Transit Fare Collection ($100/mo + $0.1 per station)

       Benefit: Mass Transportation use increased by 50% for R$, 25% for R$$, 10% for R$$$

       Benefit: Maintenance costs of Mass Transportation Networks decreased by 10%

       Bad Effect: Mass Transportation revenue decreased by 20%

       Bad Effect: Crime globally increased by 10% [Fare Evaders]

Jewelry Tax  ($20/mo INCOME + $0.1 per R$$$ resident)

     Bad Effect: Crime globally increased by 2%

     Bad Effect: Residential $$$ Demand reduced by 5% (Experts may suggest it only be 0.33%)

Medical Reformation Act  ($10/mo + $10 per clinic/hospital)

     Benefit: Health Quotient globally increased by 15%

     Bad Effect: Mayor Rating decreased by 5pts

     Bad Effect: Commercial $ and $$ Office Demand reduced by 15% (Nurses) (Experts may suggest it only be 1%)

     Bad Effect: Commercial $$$ Office Demand reduced by 15% (Doctors) (Experts may suggest it only be 0.5%)

Parking Meters  ($20/mo INCOME + $0.001 per resident)

     Benefit: Mass Transportation use increased by 5% for R$, 2% for R$$, 1% for R$$$

     Benefit: Car Traffic reduced by 5% for R$, 2% for R$$, 1% for R$$$

     Bad Effect: Mayor Rating reduced by 5pts

Space Exploration Program  (Cost: $100/mo + $0.01 per I-HT Job)

     Requirement: Must have at least 1500 High-Tech Industry Jobs.

     Benefit: High-Tech Industry Demand increased by 10% (Experts may suggest it only be 0.83%)

     Benefit: Manufacturing Industry Demand increased by 2% (Experts may suggest it only be 0.33%)

Universal Healthcare  ($100/mo + $0.01 per resident)

    Requirement: Must have at least 2 Hospitals.

     Benefit: Mayor Rating increased by 5pts

     Benefit: Commercial $ and $$ Office Demand increased by 15% (Nurses) (Experts may suggest it only be 1%)

     Benefit: Commercial $$$ Office Demand increased by 15% (Doctors) (Experts may suggest it only be 0.5%)

     Bad Effect: Health Quotient globally decreased by 15%

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- Cougar2004

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Great work!!! If it is possible, I would like a MOD that does replaces MAXIS vanilla descriptions with yours.

Actually, I use 2 very good MODs:

1 - improves clean air ordinance effect, from 5% to 25% (both clean air and I-D demand) but costs 250 $ + extras.

2 - enhances money from legalized gambling and casino, to make legalized gambling ordinance as a valid alternative, instead than a suicide ordinance that causes more crime than the moneys that you need to fight it.

3 - lottery ordinance mod. The only problem is that it is buggish. It grants a +5000 simoleons x months and then increases accordingly with the number of residents. For me 5000 is too much: I would like it to start from 0 x months and then increasing as the actual one. It could be nice with a random event possibility too: "great winning for Rebecca White! City council has to pay 20.000 simoleons as reward for local lottery game!" This would re-balance the game, but should even been made for not being too radical but just to prevent the player from having a too secure sources of money.

There was even an alternative Power conservation act, that penalized a lot I-D, was neutral for M and enhanced HT, that is often self-sufficient thanks to wind/solar plants. But I didn't like it too much because it was not an add-on to vanilla ordinance but compltely replaced it.

If possible, I would like the following ordinance to...

1 - clean water ordinance (also called as bio/ecological agriculture): works as the clean air ordinance but affects water pollution from farms.

2 - no double parking ordinance. I would like something to reduce traffic by virtually removing cards in second line. It must grant some money to the city, lightly reducing mayor rating and CO-S demand a very little but decongesting traffic a little bit and increasing the use of public parking garages.

Then maybe these ones would be flawed or overpowered, don't know.

2 - industry limiter (Dirty): since it is the city that owns industrial areas, permission to build new plants is negated to dirty industry managers. New plants will not be built, but this does not affect existing plants.

3 - industry limiter (Manufacturing): since it is the city that owns industrial areas, permission to build new plants is negated to manufacturing industry managers. New plants will not be built, but this does not affect existing plants.

PS: talking about ordinances and crime, has anybody of you ever used the Jail? What's the use for, if police stations are already so big and with plenty of cells?

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You generally don't need a jail until your city is at 20,000 inhabitants.  If you get prompted to build one, you really should as your police will become more efficient since they won't have full holding cells.

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Wow...Good work. And Orion, I think there should be maybe a general Clean Water Ordinance, but then a Anti-Pesticide Ordinance for the farms..?

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yes, I was thinking to something like that...

Without starting an off-topic, for me it is a big flaw that farms in SC4 are so bad..

I mean, I don't like the general way with wich farms are done. Afer all, standard farms need a lot of $ sims to work in: somebody has to cultivate the fields! But in modern times, a lot of biologists are called to work in farms for pesticide-free cultivations, not to talk about the care for animals. With all the animals-rights public opinion pressure, in farms there are even more often at least $$ jobs, not to talk about land owners that are just *rich* !!!

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[Double Posting, I know]

For some new ones, I think Alternate Driving Days would be good for the traffic one, but maybe your "Double Parking" Ordinance would be pretty good too. Also there should be industry caps, I agree. One for Dirty, Manufacturing AND High-Tech (Because it can be very demanding and if they move into your city they would probably abandon). Yeah, so Anti-Pesticide Ordinance sounds good? Also you popped me an idea: Anti-Cruelty to Animals Ordinance, Crime Globally reduced by 5%, Mayor Rating +5. Cost: $50 + $5 per clinic/hospital. 4.gif

-Time

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I would be interestid in learning where you found those.

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Time master, I like very much that one about animals... maybe it could be triggered once the player builds the aviary or the zoo or any animal-related facility in the game...

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Wow, Cougar! I just noticed this thread, and I think this is a good idea. It's easy to read and very informative...in fact, I'd think it could merit inclusion in the Omnibus (if there's not a similar article there yet). Good job on this 44.gif!

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Good work, Cougar! 2.gif

Originally posted by: simsmart I would be interestid in learning where you found those.quote>
 

They are from Prima's Official Strategy Guide, Chapter 24: Ordinances.

Unfortunately, Prima's Guide is far from accurate.

Especially the reported commercial and industrial demand reductions are all wrong...

All ordinance exemplars can be found in SimCity_1.dat, with their corresponding effects.

Several effects as reported in Prima's guide cannot be found in the ordinance exemplars though.

These are either not there, or handled from within the exe file (which isn't very likely).

E.g. the Carpool Incentive Program doesn't have any property for reducing car congestion.

Based on this and on early experiments, it's been concluded that the Carpool Incentive Program actually has no effect whatsoever.


Regarding new ordinances, it has long ago been noted that you cannot add new ordinances to those 20 that already are in the game.

This is due to them being controlled from within the exe file.

However, you can replace any of the existing ordinances, which is what RalphaelNinja and Buggi did with their Radical and Super Demand Ordinances.

Btw, you might want to add links to:

Buggi's Super Demand Ordinance

- Custom Demand Ordinance Mod

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E.g. the Carpool Incentive Program doesn't have any property for reducing car congestion.

Based on this and on early experiments, it's been concluded that the Carpool Incentive Program actually has no effect whatsoever.quote>

just looking at the exemplars in the simcity1.dat, the carpool incentive has absolutely no effects created other than draining money from the city accounts.  I wish I'd known this before, as I always enact this to try and reduce traffic in my cities

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Is there a downloadable ordinance promoting heavy rail usage? The Mass Transit ordinance doesnt seem to cut it for me, I still have 0 usage on a network that actually goes somewhere.


Please visit my Portfolio at ill-tonkso.co.uk

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Originally posted by: Cougar2004 

- Custom Demand Ordinance Mod - This would be an interesting mod, but there is no download link to it until RippleJet provides one, this is just the forum discussion.

quote>

 

May I suggest that you re-read that thread completely? 21.gif

I'm pretty sure the two mods I made are still attached to two posts further down... 3.gif

Originally posted by: Cougar2004 

Oh, you mentioned how the attitributes for the ordinances are not all correct in the thread.  Id like to fix them.   Can you tell me which ones are wrong, and what they correct or missing values should be?

quote>

Instead of rewriting them all in here, I posted a complete listing of the ordinances as they are defined in SimCity_1.dat here: Maxis Ordinances

Feel free to copy whatever you find useful in there over to your thread here. 2.gif

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    Master Ordinance List above has been further improved now for accuracy thanks to factual dat figures provided by RippleJet.  I think all the missing items added now.  

    At some line items where the official guide differs from what experts found in the game dat's I put an italized comment to reflect this.  This way, users can choose to use either version of the data in the way they play.  I'm inclined to with what the SC4 experts have provided, however they only looked at the dat's and they likely dont know of additional settings hidden within the exes or other places in the game files.  

    For instance, the Carpool Ordinance, which according to the experts who looked at the game dat files, appears to do nothing except cost the city money, with no traffic effects at all. But perhaps it does work due to settings in other files that were not looked at by experts.  Its something I'll need to test (or someone else could test easily enough).  But this just was an example to explain how I choose to update the Master Ordinance List at the top of this thread.  Ideas or suggestions about it are always encouarged!  

    I use this list every time I play now.  For instance, I want to reduce trash but I definitely don't want to screw up my Commercial growth, so I set the Tire Recyling Ordinance ON, but not the Paper Reduction Ordinance for this case.  There's pros and cons to almost all ordinances, and this list helps make intelligent choices for each city at each stage of growth. 

    Enjoy~!

    Note:  Thanks RippleJet for your other comments, I did go back and find that the links were really there.  As a result, added those attachments directly as links to the Available Ordinance Mod List in the main post here.  However, after reading closer, the information seemed so valuable for understanding what these mods do, that I put an additional [Learn More] links directly to that thread for the related mods.  Additional Mods have been suggested by other users for this list too, and have been added.  IF anyone has another good ordinance mod, let us know, and we will add it too. (We might want to separate them between 'Cheat' and 'Realistic' Ordinance Mods though soon.)


    - Cougar2004

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    Jewelry Tax (INCOME)

    +0.1 per R$$$ resident, and a starter of 20 dollars.

    R$$$ demand reduced by 5%

    Crime Globally increased by 2%

    4.gif

    -Time

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    Thats a great ordinance idea.

    Found the Cousin Vinnie Ordinance that so many people have wanted (to cheat with of course), and its now added to the Ordinance List above.

    So my new plan is.... when I have some time, is to create the parameters that I envision are realistic for all the unfinished ordinances in the game.  It may not be possible to actually put them in, but if the parameters are clearly defined here in this thread, perhaps a modder might find a way to get the madded, even if its by adding the effects to a 1x1 building to plop in the game, or perhaps to double up with another existing ordinance, or if we could figure out which... perhaps even replacing an older (less useful) game ordinance.  

    Other ideas always welcome.  Its too bad that people say new ordinances cannot be added, and that the unfinished ones are not likely going to be able to be finished and used without losing one of the default available ordinances.  But who knows... maybe some brilliant person will find a way!  4.gif


    - Cougar2004

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    Pro-Space Ordinance

    Requirement: High Tech Pop 1500

    High Tech Industry Demand increased by 10% (Manufacturing by 2%)

    Cost: 100 $ plus 0.01 $ per High Tech Pop.

    Cougar: Please add these to the possible ordinance list.

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    If there is one more mod, I hope it would be: Car-meter Ordinance

    For every mile the commute is through car, the car user is charged...

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    Originally posted by: TimeMaster 

    Cougar: Please add these to the possible ordinance list.quote>

     

    I'm glad everyone likes and uses this thread topic as much as I do!  Its fun whether it is used to play the game (with the real ordinance stats above) or to dream up new innovative ordinance ideas.  Feel free to add more ideas or comments.  Special thanks to RippleJet who showed me the simcity_1.dat file data to upgrade the original post list with even more accurate game ordinance values!

    Also, anyone who finds an Ordinance Mod that works and makes sense, post it and it will go in the Official Ordinance Mod List above.

    As of this post.... All suggestions for New Ordinances found in this entire thread above have been added to the first post, in a NEW section entitled: 'User-Suggested Possible New Ordinances'.

    I used the exact settings suggested for these, and where no settings were offered, I entered my own values based on realistic, non-cheating stats of the original ordinances.  (But feel free to suggest realistic improvements.)  Enjoy~!


    - Cougar2004

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    Cougar: Lets call Animal Cruelty Humane Society instead, ok? Also: Clean Water ACT. And: Its R$$$ demand decreased %% and crime up by 2% for Jewelry tax.

    Also:

    Medical Reformation Act (Starter of $ 10, plus $10 per clinic/hospital.)

    Mayor Rating -5

    Doctor/Nurse jobs cut by 15%

    Health Globally increased by 15%

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    Originally posted by: Boycey08 are there any ordinance mods that arent considered a cheat?quote>
     

    Actually, all of the known Ordinance Mods currently are not realistic but rather radical, therefore are considered cheats.  However, I believe that all the NEW suggestions by our users found in the list at the end of the first post are realistic (except where noted with an 'expert suggestion') - No one has created a mod with them and distributed them yet.  

    Creating new Ordinance Mods isn't hard, but most users do not like to lose the original Ordinances from the game, and new ones must replace old ones.  Only 1 original Ordinance is known to be completely ineffective and worth replacing.

    --

    TimeMaster:  The requested change and new ordinance addition have been made to the list in the original post.  

    I also created a new Universal Healthcare and Financial Bailout Ordinance based on modern stats presented by legal and economic analysts on CNN.

    And lastly, the REAL Free Clinic Ordinance in the master list (above) had a typo, I have now modified the cost to be accurate.  

    Thanks to all who enjoy and participate on this topic.  I wonder if it possible to create a small building that holds ordinance properties (benefits and bad effects) so we could actually come up with a way to add Ordinances without touching the original list?  Anyone know?

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    - Cougar2004

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    Remember in the jewelry tax, it's not Benefit: Crime Globally reduced by 2%, it's actually Bad Effect: R$$$ Demand reduced by 5%. Otherwise, your great. I'll make up new ones soon. 9.gif

    -Time

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    Uh, begging your pardon, but:

    EA/Maxis Unfinished Ordinances

    Where did these come from?

    MK

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    I would like to know where they came from such as sources. Some of those ordinances are really interesting and would like them in my cities.

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    Someone found them somehow, I don't have any idea why, so Cougar added them. They are interesting. . .

    BUMP, Sorry

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    Is there any way to finish the ones that EA never finished or supplant them?

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    Originally posted by: chris0101

    Is there any way to finish the ones that EA never finished or supplant them?quote>

    Nobody can add new ordinances because doing so would require editing the .EXE itself, which is forbidden by the EULA (and might not even be possible, for all I know).  You could implement them by replacing existing ordiances, but you'd have to make up your own values for them.  Like, say, you could decide a smoking ban gives +5% to the city's health rating, or something.

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