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Cougar2004

Ordinances (Complete List)

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7 hours ago, CorinaMarie said:

For the first test I suggest running A4 in absolute plain vanilla and letting it run for 5 years while watching the crime graph. Next, enact the Carpool ordinance and run another 5 years keeping an eye on crime. For me, that shows the same increase as I've shown in my prior posts.

I can confirm this test using the A4 tile without plugins (not even the SC4Fix), and it produced the exact same result after running for 5 years:

01-A4 Ordinance Test.jpg


Also as would be expected, the increase in crime was reflected in the applicable Data View (double the icons). So in conclusion, it seems enacting another Ordinance serves as the trigger point, and perhaps only occurs in a very narrow set of circumstances, as seemingly present in Tile A4.

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On ‎09‎.‎01‎.‎2018 at 6:40 PM, rsc204 said:

 

Well that's rather unlikely, since the NAM does not alter any of the ordinance properties, so there is no chance of the NAM skewing the results.

... ... ...I thought NAM changes at least commute time and traffic. So if an ordinance makes a Change to this or is influenced by it it would be different than what the guide suggests simply because the guide is considering certein values as Standard which no longer are.

The Thing that made me think that a mod of nearly any sort makes a difference between what the original guide based on the vanilla Version suggests and what the Person with a mod concludes is that I found it hard to believe that the coding of (this is coming from the perspective of someone who knows barely anything about Computer coding, and well, I'm more of a mathematician, so i dont have any coding based notions im likely to consider, moreso just a unique/unusual manner of rationality) ...that the coding of this game, was one that was so simple as to make an ordinance have a set value--- what i mean is, I figured the coding is one where the values and Change rates are intertwined- a possibility for example, would be, 
An ordinance takes a certain amount of time to cause a Change as well as has a rate at which this Change is applied, and let us say the Change is traffic- in the form of a decrease. So then traffic would decrease which would then also effect the amount of air Pollution because a part of the coding algorithm for determining Level of air Pollution is related to amount of traffic- so even in this case having a mod Change traffic alters the amount of air pollution and so any other ordinance which might affect this would no longer be a set value like 5%.

sorry I'd love to continue writing but i just got a call n gotta go. At least it seems we stumbled upon some interesting stuff. Awesome results Corina!!!
I'm pretty sure, actually im nearly 100% certain with enough Tests we could deduce the exact algorithm determining all the values for SimCity or at least one which leads to the same results. Just Keep in mind that the values are likely intertwined so that the numbers themselves are relatively altered- i.e .9000 Change in Value based on a System where 128 is the equivalent of 100 would mean that .9 Change is closer to .8


 

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Does anyone have a complete list documenting which in-game ordinances are replaced by the different ordinance mods? I'm wanting to add other ordinance mods but don't want to let go of the Lottery Program ordinance, which I use as a central government subsidy for any city district hosting a large infrastructure project and which would otherwise be unable to afford them.

 

 

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5 hours ago, Lucario Boricua said:

Does anyone have a complete list documenting which in-game ordinances are replaced by the different ordinance mods?

Prolly not. :O

In general, any mod created to override ordinances assumes you are patching up the Maxis game and have no others installed. Some will be a single ordinance override and others will replace several or all.

In this case you'll be fine if you make sure the Lottery Program RELOADED loads after any other ordinance mods because it contains just a single override for exemplar 0xa2bf1ddc (Carpool Incentive).

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20 hours ago, Lucario Boricua said:

I'm wanting to add other ordinance mods but don't want to let go of the Lottery Program

Try this: Install the mods you might like and then run Data Node to see what they override.

And if you want a steady income stream, remember that TSCT from NAM can adjust transit fares, including cars. I consider it a gasoline tax. Experiment with different values to get the income you need that seems fair to you.

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The thing is I use the lottery ordinance to subsidize cities which are not intended to sustain an economy of their own (ex. reservoirs, areas with grand monuments or ruins but not a large population) or cities which have to sustain proportionately expensive facilities (ex. airport in a medium suburb). Almost all of my cities and towns, no matter how small, are highly profitable, and thus don't need any kind of subsidy.

Secondly, revenue-generating ordinances proportional to population would be useless in small-to-no population cities.

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8 hours ago, Lucario Boricua said:

revenue-generating ordinances proportional to population would be useless in small-to-no population cities

I have two tactics for those:

1) Don't run much time on the clock. If time doesn't run, then I can't lose money (or have power plants age etc).

2) Draw commuter traffic in one side and out the other, collecting tolls (or TSCT "gasoline tax") on the hapless drivers... both ways.

Of course, money trees and lotteries work too.

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-- Jeff Fisher ><> Vancouver WA
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