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Ordinances (Complete List)

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The values in red, I have wondered about them. There is there listed negative effect, then ones the "experts" say. Are those much more modest values confirmed or ...?

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You don't need to be an expert to check those values in Reader from the ingame Ordinances located in SimCity_1.dat.

1. Open Reader

2. Click the Simcity DAT tag in the lower left hand pane.

3. Click simcity_1.dat

4. Click Analyser in the toolbar

5. Click Tree

6. Click Search

7. Click the + to the left of Ordinance

8. Open any of the available Ordinance exemplars and check the property values

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useful work!

but I dont quite get the "experts say only ..." thing, how do they know this, and which one is correct. I am only a bit confused there.

but this is surely the ultimate guide to ordinances.

another question: is there a way to get to the "maxis unfinished ordinances?"

thanks. and great work!+

-Blakesterville

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Yes as usual the Prima Guide has a ton of mistakes. If you look in the dat/exe, you can even see the carpool incentive does NOTHING.

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Is there any guide around here that'll allow you to create your own custom ordinance?

Another suggestion for an ordinance:

Honor System Mass Transit Fare Collection:

- Premise: Sims will be expected to buy a ticket to board all forms of mass transit without there being a fare gate to physically prevent them from entering.  Occasionally, the police will board the mass transit to ensure everyone has bought tickets.  (Note: this is the type of system used in Los Angeles and several European cities.)

- See: http://en.wikipedia.org/wiki/Proof-of-payment

- Cost: 100/mo + 0.1 per station

- Increases Mass transit usage by 50% for R $, 25% for R $$, 10 % for R $$$

- Decreases revenue collected from mass transit fares by 20%

- Decreases maintenance cost of subways, rails, monorails, and stations by 10%

- Increases crime by 10% (Fare Evaders)

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Good idea!

If Cougar was on he'd add that for you. Also we're not supposed to put premises, just bad effects and benefits.

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Condo/Hotel/Resort Program

($200mo. INCOME)

$15mo. R$$, R$$$, C$, $$, $$$

Benefit: Increases tourism 40%, Population increases 10%

Mayor Rating increases 20pts

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    Originally posted by: TimeMaster

    Good idea!

    If Cougar was on he'd add that for you. Also we're not supposed to put premises, just bad effects and benefits.quote>

    Added to Master List as of now:

           Honor System Mass Transit Fare Collection

           Condo/Hotel/Resort Program

    To clarify, "Experts say" refers to reported actual values found by "SimCity 4 Experts" (users of iLive Reader who read the game's dat file values).  These updated values are listed in the master list just after Maxis/EA/PrimaGuide Official printed values when they differ, for the purpose of accuracy and clarification.

    I still use this Ordinances (Complete List) when playing SC4 to help choose which to use and when in my games for best results.  Glad to see others still benefit from the list too.  

    These are some great looking new user-suggested ordinances in our list now.  Lots of creative people here.  Since we all know that the Carpool Ordinance was written incorrectly and therefore does nothing but take your money, and no one has created a plugin mod fix for it yet, feel free to suggest what values it should have.  Eventually I'll either attempt to provide a fix mod for that one ordinance (which I expect would be a recommended install as much as the opera house fix mod is), or ill choose the best new user-suggested ordinance to replace it with.  I like to keep things realistic and as close to Maxis original intentions as possible (just without all their mistakes).  To speed it up, if any experienced modder would like to work with me (and the users participating in this thread) on this, send me a message sometime.


    - Cougar2004

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    So how do you modify the ordinances in game? I'm really interested in replacing some of the in game ordinances for ones I think would be 1) useful and 2) realistic. I haven't found a guide or anything, so if someone could help me out I would be forever grateful!

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    who are the "experts" and why does what they say differ from the other values?


    /u/quicksilver991 on /r/simcity4

     

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    Cool stuff, this list is pretty useful, it would nice if this was stickied somewhere 4.gif Thanks for doing all this work!


    aktof.pngfotka.png

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    who are the "experts" and why does what they say differ from the other values?

    "Experts" refer to those members of the Simtropolis and SC4Devotion communities that have the skill and experience to open the games files and read actual values. They are usually the ones I trust. Their results often conflict with what Maxis has publicly given about values used in the game (usually through their Prima Official Strategy Guide for the Deluxe/Rush Hour version).

    But as RippleJet so helpfully said a few posts up:

    "You don't need to be an expert to check those values in Reader from the ingame Ordinances located in SimCity_1.dat.

    1. Open Reader

    2. Click the Simcity DAT tag in the lower left hand pane.

    3. Click simcity_1.dat

    4. Click Analyser in the toolbar

    5. Click Tree

    6. Click Search

    7. Click the + to the left of Ordinance

    8. Open any of the available Ordinance exemplars and check the property values "


      Edited by Cougar2004  
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    - Cougar2004

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    Some futuristic ordinances *:)

    Genetic engineering research ($10/mo)

    Requirement: Advanced Research Center

    Benefit: Health Quotient increased by 30%

    Benefit: High-Tech Industry Demand increased by 15%

    Bad Effect: Mayor Rating reduced by 30%

    Firefighting nanorobots ($20/mo)

    Requirement: Advanced Research Center

    Benefit: Flammability globally reduced by 90%

    Gaia Controller ($50/mo)

    Requirement: Advanced Research Center

    Benefit: Air Pollution globally reduced by 100%

    Nanopedia ($10/mo)

    Requirement: Advanced Research Center

    Benefit: Education Quotient increased by 60%

    Benefit: Mayor Rating increased by 30pts

    Immunity Chip ($40/mo)

    Requirement: Advanced Research Center

    Benefit: Health Quotient globally increased by 70%

    Antigravity Transportation System ($40/mo)

    Requirement: Advanced Research Center

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

    Benefit: Car Traffic reduced by 50% for R$, 50% R$$, 50% for R$$$

    Asteroid mining operations ($ 100,000/mo INCOME)

    Requirement: Advanced Research Center

    Requirement: Space Port

    Planetary Energy Grid ($60/mo)

    Requirement: Advanced Research Center

    Benefit: Power consumption globally reduced by 60%

    Benefit: Power Neighbor Deal Costs reduced by 60%

    Telepathic Matrix ($30/mo)

    Requirement: Advanced Research Center

    Benefit: Mayor Rating increased by 20pts


      Edited by Terring  

    Adding colors for better reading
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    Some futuristic ordinances :)

    You know... All your ordinances are very creative, and I could imagine them in the SimMars project even. :)


    - Cougar2004

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    Long time ago someone posted here, Whats up in the ordinance front?

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    What is the likelihood that within the exe file or another one there is a part of the coding which basically equates to something along the lines of ''if ordinace XXXXXXX = true then...'' and the effect is such that the prima guide is accurate?
    Also, other than reading the data files have the experts done Experiments ( i know early Experiments were menntioned) and can These be shared? I mean quite frankly I have the Impression that reading the data files is nearing pointlessness when compared to being able to simply set up an Experiment which  will lead to an accurate result- at least an Experiment which proves that the stated effects are inaccurate would Need to be done to consider reading the dat files as more accurate, or an Experiment which proves the dat files accuracy over the primaguides Statements.
    Honestly given that it is SimCity These Experiments seem like a simple Task for one willing to put a bit of time into it. 

     

    i would lmao if it turns out experts were wrong with their results because they forgot they were using the NAM mod lololol. Just imagining one of those experts reading this and his/her eyes getting wide and being like ''... ... ....oh...sh** I did have NAM on'' hahaha
     

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    10 hours ago, FeTheC said:

    Also, other than reading the data files have the experts done Experiments ( i know early Experiments were menntioned) and can These be shared?

    Well I'm sure the data was shared, usually people link to such things if it has been posted somewhere.

    10 hours ago, FeTheC said:

    I mean quite frankly I have the Impression that reading the data files is nearing pointlessness when compared to being able to simply set up an Experiment which  will lead to an accurate result- at least an Experiment which proves that the stated effects are inaccurate would Need to be done to consider reading the dat files as more accurate, or an Experiment which proves the dat files accuracy over the primaguides Statements.

    Well not really, when you consider that the LUA scripts and file properties that make this work can clearly be viewed using modding tools. If you understand what you are looking at, the conditions for triggering messages or that are applied to things like ordinances are clear to see. It works logic-wise like so:

    If Statement = True (i.e. if the ordinance is enacted)
    Then do/alter XXXXX (then make the following changes)

    This is pretty common in code, although the syntax often differs, an if/then statement is a staple of coding.

    So in short, we can be very sure that what we see when looking at such code will be what you get in-game. With one caveat, a single LUA script is only a tiny fraction of the code/logic used overall. It's absolutely possible that some other code will interact with it in a way that adjusts the values for some other factor. But I don't think that's really what's going on in this case.

    It is pretty common knowledge that Maxis left a lot of bugs/errors behind in the code. Many things do not quite do what they are reported to do or in some cases simply don't work. Prima were unlikely to have fact-checked everything they printed and we know Maxis were not perfect either. But ultimately, if you know how, you can verify the data yourself by simply finding it and looking at it. For example some of the Ordinances that simply don't work, literally have missing code in the LUA scripts, hence they could never do anything. I have personally seen examples of this and also looked at replacement code, made by modders. Such new/altered code can verifiably restore the ordinance, making it behave as intended/advertised.

    10 hours ago, FeTheC said:

    i would lmao if it turns out experts were wrong with their results because they forgot they were using the NAM mod

    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.

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    13 hours ago, FeTheC said:

    These Experiments seem like a simple Task for one willing to put a bit of time into it. 

    I look forward to reading your results  *:thumb:

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    22 hours ago, FeTheC said:

    Also, other than reading the data files have the experts done Experiments ( i know early Experiments were menntioned) and can These be shared?

    I believe this question is more Does anyone have a linky to the Experiments? rather than Is it ok to shared the results? I'd like to see that too and maybe we should try to Google up those posts.

     

    Let's take this Ordinance as an example of one to question:

    On 21/09/2008 at 8:10 PM, Cougar2004 said:

    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%)

     

    Using iLive's Reader I see the Power Reduction Effect is set to 0.9:

    01 Power Reduction Effect.jpg

     

    I see nothing about reducing the cost of Power Neighbor Deals.

    I do see Demand Effect:ID, Demand Effect:IM, and Demand Effect:IHT all show 0.995:

    02 Demand Effect ID.jpg

     

    Next there is the Mayor Rating set to 0xFFFFFFF6 which is -10 decimal from signed 2's complement:

    03 Mayor Rating.jpg

     

    And I see nothing which indicates a change for the lifespan of the power plants.

     

    So, now let's do an in game experiment. I've loaded a city tile which has been essentially stable for years. Here's the power graph in year 260:

    04 Power Graph Year 260.jpg

     

    Let the game run for 5 years:

    05 Power Graph Year 265.jpg

     

    ^And we see a drop from roughly 6800 per month to about 5500. Seems like a 20% reduction in power usage. This tells me it's likely the code in the .exe is overriding the values in this exemplar. (A separate test would be to adjust the 0.9 to like 0.5 and see if there is any difference in the power drop. I suspect there would be no change.)

     

    Ok, so now the demand graph at year 260:

    06 Demand Graph Year 260.jpg

     

    And demand graph at year 265:

    07 Demand Graph Year 265.jpg

     

    ^ Toggling back and forth between those I see no difference and my ID started at roughly 5800 and if it did change to 5771 as the exemplar says it might be too fine of a difference to register on the bar chart.

     

    Next up is Mayor Rating in year 260:

    08 Mayor Rating Year 260.jpg

     

    And Mayor Rating in year 265:

    09 Mayor Rating Year 265.jpg

     

    ^ Seems like a definite hit there. Whichever experts say this does not happen at all appear to be mistaken.

     

    My conclusion is thorough testing of all ordinances in a controlled environment might actually be a good idea. *;)

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    Now let's take a look at this one:

    On 9/21/2008 at 3:10 PM, Cougar2004 said:

    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%.)

     

    Here it is in iLive's Reader:

    01 Carpool in Reader.jpg

    ^ Reading the exemplar code shows this should do absolutely nothing. Good or bad. (Except the monthly cost.)

     

    Here's my stable test city in year 260:

    02 Start.jpg

     

    Enacted the Carpool Ordinance and let it run for 5 years:

    03 Year 265.jpg

     

    This city doesn't have any traffic congestion, so I can't test that part. What's odd is the number of crimes doubles. I believe this is further evidence that the code in the .exe is overriding these exemplars. I've now tested this one with both my disc based game on XP and my Gog version on Win 7. Same effect.

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    On 1/9/2018 at 7:43 PM, CorinaMarie said:

    My conclusion is thorough testing of all ordinances in a controlled environment might actually be a good idea. *;)

    I would say that you're spot on in your conclusion!  There is certainly sufficient evidence to conclude that there is some additional code involved, beyond what the Ordinance Exemplars tell us.  If I might make a further suggestion on this front, I think some further insight into how much the Ordinance Exemplars actually affect what's going on in-game might be gained by actually making changes to some of the relevant properties of each Ordinance and testing a second time to determine what changes actually occur.  Rather than recreating the wheel by making overrides for the Ordinance exemplars one's self, there already exists at least one mod that modifies all Ordinance Exemplars:  OOM

    From a testing standpoint, I think this one makes sense in that the content creator provides some pretty good documentation on not only the changes are made from the original Maxis values, but by also providing side-by-side comparisons of the changed Ordinance with the original ordinance.

    7 hours ago, CorinaMarie said:

    This city doesn't have any traffic congestion, so I can't test that part. What's odd is the number of crimes doubles. I believe this is further evidence that the code in the .exe is overriding these exemplars. I've now tested this one with both my disc based game on XP and my Gog version on Win 7. Same effect.

    Some of the tests you've shown here have shown results that seem to verify that the values available in the Ordinance Exemplars at least approximate what is experienced in-game.  Based on this, I would say that rather than there being code someplace that overrides (i.e. replaces) the Ordinance exemplars, that it's more likely that there is code someplace that supplements or further modifies what is in the Ordinance Exemplars.  We've seen this in numerous other instances where the information provided in an exemplar just doesn't add-up, in and of itself, with what we see in-game.  We know there must be some code that essentially says:

      Ordinance - Carpool Incentive

        If Ordinance Enactment flag = true

            Then execute values in exemplar IID 0xA2BF1DDC

    If we accept this, then why couldn't there be additional code saying:

        Add Property 0x28ED0380 (Crime Effect) with value 200%

    There are many, many (sometimes derisive) references in this topic to things "Experts say..."  @Cougar2004 (someplace) defined an Expert as merely being someone who was able to read the various values in the Ordinance Exemplars.  So when one reads that "Experts say" a claimed effect doesn't exist, it is merely being said that there is nothing within the Exemplar that would account for this claimed effect.  So one now needs to ask just how accurate the Ordinance descriptions in the Prima Guide might be.  You've shown that there are some things going on that can't be accounted for in the Ordinance Exemplars.  Could some of the descriptions in the Prima Guide come from some insight into the game that couldn't be derived solely from values available in the various exemplars?  After all, the Guide does state that members of the Maxis Development Team helped with development of the Guide.

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    2 hours ago, twalsh102 said:

    I would say that rather than there being code someplace that overrides (i.e. replaces) the Ordinance exemplars, that it's more likely that there is code someplace that supplements or further modifies what is in the Ordinance Exemplars.

    That makes a lot of sense.

    My only prior experience with ordinances was one on the STEX for which many comments said it crashed their game. I downloaded that one and found the ID did not match the IID and when I changed the ID to match then the ord lost its evil trait. Having tweaked the ID it then did the massive air pollution reduction it claimed it would do, but seemed to be based on a separate entry that altered the Sims driving habits. That adds support to your premise that some of the entries in a modified ordinance do work.

    I then removed the other entry and did various tests altering the value for air pollution reduction and none of them made any difference in game for how much the pollution was reduced. I've since removed that STEX file so no one else gets frustrated. (It's actually in our Archived Files where only staff can see it.)

     

    2 hours ago, twalsh102 said:

    If we accept this, then why couldn't there be additional code saying:

        Add Property 0x28ED0380 (Crime Effect) with value 200%

    It also happens that particular tile does not have any police stations and I do have the gambling ordinance enacted. Those could also be part of the if/then scenario. And, btw, I also ran the game from my year 260 saved point without enacting the Carpool and the crime line stayed straight with no increase.

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    11 hours ago, twalsh102 said:

    If we accept this, then why couldn't there be additional code...

    I can imagine all sorts of additional code, including multiple places where the test is done, and each place causes something different. If one of the effects is not numeric (i.e. if it is simply do-this or don't-do-this), then it could easily be left out of the exemplar because the mere enactment flips a behavioral switch somewhere (and we see the knock-on effects).

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    It would be quite interesting to see what would happen if you removed the Gambling Ordinance, and re-enacted the Carpool Incentive ordinance.  Would you still see the same jump in crime? Or would it happen to a different extent?  Or would it happen at all?

    If we go with the premise of there being additional code in SimCity 4.exe that impacts one or more ordinances, is there possibly code that adds additional effects if multiple ordinances are enacted, or if certain combinations of ordinances are enacted?  I don't think anything is outside the realm of possibility at this point.

    I think these possibilities are of tremendous import to those who might wish to "repurpose" any of the existing ordinances (since there is no known way to add additional ordinances).  Otherwise there is the risk that one chooses the wrong ordinance to repurpose, and has the changes made completely negated by code hidden in the EXE.

    Bottom line is that there is a lot of work to be done to be able to determine exactly what each ordinance does.  Then there is additional work to be done to determine if using ordinances in conjunction with each other makes any difference.

    You've developed a very favorable reputation as one who a) is capable of devising well thought out experiments to prove or disprove a given premise; and b) is often willing to jump in, seemingly at the drop of a hat, and actually conduct said experiments.  This may be to your detriment.  I would be willing to bet that there are some (many) people who (at least subconsciously) think "Cori will eventually come up with a way to test this" anytime a new weird problem arises.  I'm sure you've noticed that while the majority of people are perfectly willing to take your results and proclaim "Ah, now we have the answer!", no one (that I've noticed) has actually tried to recreate your experiments to see if they achieve the same results. 

    Don't forget that this is a community where even nine years after the fact, only one person has ever bothered to re-run the experiments performed by bap on Prop Pox.  No one else has bothered to re-run his experiments, or devise new experiments to confirm or deny his results.  Many have offered other hypothesis as to what causes Prop Pox, but few, if any, have actually bothered to experiment to even try and validate their hypothesis.

    If this were the scientific community, no hypothesis is accepted unless: 1) the hypothesis is testable; 2) the person positing the hypothesis can recreate any tests performed with similar results; 3) several others have followed the well-documented test procedures and achieved the same results.  Otherwise, everything is just a SWAG (silly, wild-a-- guess).

    I don't even want to suggest that the burden of conducting all these experiments be shouldered by you alone because 1) it would be very unfair to you; 2) would take a considerably long time to complete; and 3) doesn't meet the requirement of repeatability.  I might suggest that you would the logical person to "lead" such a project because of your well-earned reputation mentioned above.  However, leading a project does not equate to doing all the work.  Unless you receive a lot of help, I would suggest maybe paraphrasing the words of American Civil War General William Tecumseh Sherman when asked to run for President: "If drafted, I will not run; if nominated, I will not accept; if elected, I will not serve."

    FWIW, once I'm able to clear some RL projects off my plate, I offer my help.  More thoughts later.

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    Some more food for thought...

    SimCity 4 will turn 15 years young this Sunday. A decade and a half since it all started and Simtropolis arrived on the scene. All these years later, the fact core gameplay and internal mechanics are still being explored and discussed is testament to how much depth the Maxis devs programmed within.

    Think of all the variables and LUA scripts (plus whatever), working in the background and being triggered at specific intervals. Do we all know for sure the function of each and every line of code? Even in this dominant age of custom content, even with a mod for most occasions, I believe the simulation aspects still hold key relevance. Depending on personal taste, lots of fun can be had from micro-managing a city. Carefully balancing the budget, creating and crafting a layout to one's play style. I'd suspect newcomers quickly get caught up in the artistic nature of what's possible, and may not appreciate the inner details which make SC4 so special. There's nothing wrong with either approach of course, as everyone is different. But for those who do enjoy the internal aspects, any new leads are especially worth chasing. Gameplay is at the heart of the 'game'.

    In which case, I guess the question is not if there are things still to discover, but where and to what extent. While knowledge could plausibly be correct even from lack of in-depth testing, it is very possible established theories may not be entirely accurate. This isn't being critical of previous efforts, since most things are learnt through repeated trial and error. But who knows, a theory could even be entirely wrong based on false assumptions. What Cori has already proven with the above tests is the classic idiom of "don't judge a book by its cover". What may be apparent at first glance shouldn't always be taken at face value. Given the Ordinance exemplar property clearly shows there is no crime effect for Carpool, it does suggest there's more involved than perhaps we've believed up until this point.

    Speaking as someone who is getting back into playing SC4 again, I find it so fascinating that here and now we're still learning as a community. Who would've thought even a couple of years ago that @simmaster07 would develop the fix of fixes, along with the other continued breakthroughs with DLL files?

    Sure there are fewer of us around willing to embark on new explorations in uncharted territory. But that doesn't rule out achieving new feats innovation and re-writing the established textbook. Not in the slightest, and often all it takes is determination and passion. Exciting times ahead! *:)

    • Like 6

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    2 hours ago, twalsh102 said:

    It would be quite interesting to see what would happen if you removed the Gambling Ordinance, and re-enacted the Carpool Incentive ordinance.  Would you still see the same jump in crime? Or would it happen to a different extent?  Or would it happen at all?

    In the following:

    1. Enacted Carpool and crime rises
    2. Canceled Gambling and crime falls
    3. Re-enact Carpool and no change in crime
    4. Re-enact Gambling and crime rises

    img2901.jpg

     

    2 hours ago, twalsh102 said:

    If we go with the premise of there being additional code in SimCity 4.exe that impacts one or more ordinances, is there possibly code that adds additional effects if multiple ordinances are enacted, or if certain combinations of ordinances are enacted?

    I very much suspect it is certain combinations as I've been trying to create a new city from scratch which would show the same effects and I've not had any luck coming up with the same crime increase for enacting the Carpool ordinance.

     

    2 hours ago, twalsh102 said:

    I offer my help.

    For a simple start let's first rule out that either I'm crazy or my comps are hallucinating. I've created a new region and imported my A4 city tile on a separate comp running the Gog version of the game under Win 7. This is to rule out it is somehow related to my disc version on XP. There are two city tiles used in this new region:

    Imported A4.jpg

     

    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. Note: In vanilla it will complain about one missing plugin which is dk1's power substation and it will be losing a lot of money per month for lack of two mods I've created. There's sufficient funds tho to withstand the money loss and run the test.

    Due to the size, I'm going to toss this on WeTransfer.Com. The file is like 26 mb. The important part is in the Region folder. Drag the Vanilla Tests folder into your own region folder and it's ready to go. I've also included a Min-Plugs folder so you can also test with the minimum it takes to make the A4 city happy. Then, to be thorough the All-Plugs folder contains every plugin I've used while playing my region in case you want to test that way.

    The only other plugin is SC4Fix.dll located in my install folder's plugins.

    Here's where the zip will be temporarily: https://we.tl/y1CI8WY32R (linky good for about a week)

    • Like 5

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    Me again. I ran the test in the other sequence. Started the city and canceled Gambling. No change in crime. Enacted Carpool. No change in crime. Re-enacted Gambling. Crime rises. Re-enact Carpool. No change and crime stays higher. Cancel Gambling and crime falls, but not back to the initial level.

    It's like in the other initial scenario the Carpool just triggers the game to see that Gambling is there and it wasn't causing the crime it was supposed to.

    Edit: So, I just tried starting A4 and enacting CPR Training and sure enough I see the same increase in crime. So, it's not the specific ordinance, but any that causes the game to reevaluate the gambling ord.

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    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    6 hours ago, CorinaMarie said:

    Me again. I ran the test in the other sequence. Started the city and canceled Gambling. No change in crime. Enacted Carpool. No change in crime. Re-enacted Gambling. Crime rises. Re-enact Carpool. No change and crime stays higher. Cancel Gambling and crime falls, but not back to the initial level.

    It's like in the other initial scenario the Carpool just triggers the game to see that Gambling is there and it wasn't causing the crime it was supposed to.

    Edit: So, I just tried starting A4 and enacting CPR Training and sure enough I see the same increase in crime. So, it's not the specific ordinance, but any that causes the game to reevaluate the gambling ord.

    Well, looks like you found a new bug!  Want it named after you?

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    7 minutes ago, His Divine Hand said:

    Well, looks like you found a new bug!  Want it named after you?

    Oh, golly! I would be so honored! *;)

    • Like 2

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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