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Simaniaco1

How can I increase the agriculture demand?

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Only at the beggining of the game (for 5 or 6 years ago) I had demand, after with the mods and other things I never again get demand.., I have the Radical Ordinance and CAM, both have ordinances to increase the demand, but it is always in 0 or negative, what can I do? Thanks.

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Agriculture is very sensitive to pollution. How's your air pollution in the area?

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    Are there any mod that increase the demand of only agriculture?

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    reduce your level of education (EQ) score. less intelligent sims like to work in farms, the demand will come racing back.

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    I have the opposite problem in most of my cities...

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    agriculture is directlly afected by diferent thing, not only polution, but also wleth and education, mostlly only low and middle welth sims work on agricultural land, so only their precense in a city would make the agricultural deman grow. But also education, agriculture only employs .. pardon my saying.. dumb sims, so if your city IQ is above some point, demand on agriculture will drop. so a city with schools, highsholls, libraries, museums and high education (from 50 and up) will star to Cap the agricultural deman, no matter how many people you have living there. I have some cityes that have arround 100k of low welth people and the agricultural deman is 0 flat. 0 flat demand is usually a 100% cap.

    if its negative, it could also mean that the tax is to high, but if your caped, it wont move form 0

    So if you what a pure agricultural town... dont place any education in it. Dont forget to let the low and middle wleth live there, the more the higher the agricultural demand.

    A link to information about workforce and education:

    Workers



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    [Note, Aug 20, 2018: I just heavily edited this post of mine from 4 months ago, because I discovered it contained errors and omissions; now fixed.]

    Yes, I've found that it's as MightyGoose and PipeLad say: insufficient poorly-educated lower-class sims interferes with agriculture, and once you have a city full of university-educated sims, if you then zone for agriculture, your agricultural zones will remain unused.

    And, if you don't zone for agriculture and get at least 1 farm going before the city gets "built-up" and has lots of sims, jobs, and education, the Ag demand will drop to 0 and stay there forever, and farms will never develop (unless you add the BSC Census Repository Vault mod; see 2 paragraphs below!).

    I have, however, found a workaround for cases where 1 or more farms exist in a city, then the city got built-up, and now the Ag demand has dropped to zero because of too too many jobs or sims are too educated. In that case, the Ag demand can be recovered! The procedure is like this: Build a city next door, with lots of medium-density residential, a little light commercial, no industry, and no education system. Connect that city to the city that needs agricultural field hands with a road or avenue. Scatter some bus stops in the "Ag Workers City", and put bus stops near each ag field in the "Educated Sims City". Also make sure the ag fields in the "Educated Sims City" are awash with power and water, set ag tax to 0, and and make sure ag "Desirability" is green for all your ag fields. Punch fast-forward, and voila, ag demand will go from negative to positive, and farms will pop up on all of your previously-empty Ag-zoned farmland! (Doesn't work, though, unless at least 1 farm got a "foothold" in the city while Ag demand was still high, when the city was small.)

    And, in cases where you want to add agriculture to a large city with lots of sims, jobs, and education, as monkeywater points out below, you can do it by adding the "BSC Census Repository Vault" mod (not the same as the one from Ninja). I just tried this, and I was able to successfully get Ag demand up and get farms to sprout on my Ag-zoned land by plopping both the 2x2 BSC Census Repository Vault and the 1x3 BSC Census Repository Facility in my city. (Though to plop the 1x3, I had to use the "Ctrl-x you don't deserve it" cheat code.) Farms sprouted up! After they sprouted, I was able to demolish the "Census Repository Facility" (which costs 400/month), but not the "Vault" (which only costs 50/month), and Ag demand stayed high. As monkeywater points out below, the download site is here: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831


      Edited by zebulon_stonehenge  

    Added reference to monkeywater's solution which works even if farming is added later to existing large cities.
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    Zebulon Stonehenge, SimCity 4 Experimenter

     

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    Hi Simaniaco1

    I use this mod made by RalphaelNinja radical ordinance v20.

    Just choose, tick the box, if you want the demand for farms.

    It is a cheat, yes...but you`ll get farms whenever you want.

    There is also some uploads where you can plop fields. Never used them myself.

    RaphaelNinja has several things you might be interrested in. Click "Find their other files"  beneath his name at the download page.

     

    Best regards

    Egghead

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    1) Some landmarks and awards boost caps. I think two of the census buildings (mods?) include Ag in their cap relief.

    2) PEG's SPAM mod completely does away with the decline and loss of Ag demand. However, you'll want to carefully read about SPAM's interaction with other major mods before you install it. F'rinstance, make sure you don't install SPAM's optional road controller; NAM's is best.

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    -- Jeff Fisher ><> Vancouver WA
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    On 4/12/2018 at 1:44 PM, jeffryfisher said:

     PEG's SPAM mod completely does away with the decline and loss of Ag demand.

    I don't think that's true.  I have had PEG's SPAM Mod installed for a few years now and in every city I play I lose Ag demand around 30K - 40K Sims.


    9a5bb342.png.0e1b17a8c9297b433bc28db6f3934b10.png "You run and run to catch up with the sun but it's sinking.  Racing around to come up behind you again.

    The sun is the same in a relative way, but you're older.  Shorter of breath, and one day closer to death."

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    On 4/14/2018 at 8:31 AM, Prophet42 said:

    I have had PEG's SPAM Mod installed for a few years now and in every city I play I lose Ag demand around 30K - 40K Sims.

    SPAM's doc says ag demand is cured, so if it really fails, then there's a problem, which might not be intrinsic. You might have a load-order issue between SPAM and something like CAM or another farm mod.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    1 hour ago, jeffryfisher said:

    SPAM's doc says ag demand is cured, so if it really fails, then there's a problem, which might not be intrinsic. You might have a load-order issue between SPAM and something like CAM or another farm mod.

    I have no other farm mod and I don't use CAM.  The only thing that loads after SPAM is the z_NAM folder and a z_terrain folder.


    9a5bb342.png.0e1b17a8c9297b433bc28db6f3934b10.png "You run and run to catch up with the sun but it's sinking.  Racing around to come up behind you again.

    The sun is the same in a relative way, but you're older.  Shorter of breath, and one day closer to death."

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    It can help if one understands everything that is involved with farming as implemented in the original game as well as with the changes that might be made by SPAM, CAM and other mods when trying to determine a fix for a problem involving farming.  You may already understand some or all of the below, but others may not.  So for the sake of completeness, onward

    Farming as implemented in the base game:  Maxis farming is essentially broken.  There is an RCI Census exemplar for each developer type that determines how jobs are distributed across wealth levels of that developer type based on wealth of the lot.  All Maxis farm lots are low-wealth.  These exemplars drive residential demand at the various wealth levels.  The number of jobs is determined as a percentage of total jobs available on a particular lot.  The Maxis version of the IR Census exemplar is broken only in that it doesn't doesn't show jobs for each wealth level (i.e. it shows 0 % for $$ and $$$ workers).  This, in and of itself isn't an issue.  What breaks the exemplar is that the percentage for $ workers is only 20%.  This means that only 20% of the total number of IR jobs available on a lot can ever be filled.  In addition, there is a Total Workforce exemplar for each wealth level and educational level that determines the distribution of jobs created for each influx of new Sims.  This distribution is based on wealth level, and education level within each wealth level.  These exemplars drive commercial and industrial demand.  The commercial and non-IR industrial demand equals anywhere from 125 to 165% of the total number of job-eligible Sims in a particular wealth and education level.  IR is handled separately.  In the default Maxis, a number of IR jobs equal to 1500% of the job-eligible low EQ, low-wealth Sims is created.  A number of IR jobs equal to 120% of the job-eligible low EQ, mid-wealth Sims is also created.  These exemplars shows that no jobs are created for Sims outside of those parameters.  This exemplar is not "broken" other than not creating jobs for anything other than low EQ Sims.  However, the IR Census exemplar still says that only $ jobs can be created on each IR lot and that only 20% of the available jobs can be filled.  The outcome of all this is that eventually you have a large surplus of unfilled jobs, which can cause a plummet of demand to 0 or below, in and of itself.  The steady rise of EQ level also means that all IR lots will probably eventually abandon as Sims move on to better jobs

    SPAMSPAM supposedly "fixes" this problem in a few ways:  1) SPAM changes an exemplar that says that IR demand can be met by using demand for other developer types (i.e.SPAM lots may use other developer types to fill IR jobs; 2) SPAM-specific farm lots include jobs for other developer types.  So supposedly even if demand for IR is 0, new IR development can take place by using up some of the other available demand; and 3) SPAM-specific farm lots provide a far larger number of jobs than are found either in Maxis default farm lots or CAM-modified farm lots.  It does not otherwise fix the broken exemplars.  Nor does it modify many of the default Maxis farm lots.  So ditto the last sentence above.  Theoretically, you may end up with zero (or lower) IR demand, while SPAM-specific IR lots may still develop because other low-wealth jobs are available.  I do not use SPAM, so cannot confirm or deny that SPAM actually works as designed by Pegasus.

    CAMCAM actually fixes the broken Maxis exemplars by not only allowing $$ and $$$ jobs on IR lots, but by creating IR jobs across all EQ/wealth levels except for mid-and high-EQ high-wealth Sims.  Note that CAM has an install option to apply only the IR fix (fixes for the above mentioned simulation exemplars), and to not add any of the other things CAM changes.

    Reference the use of "radical" demand mods:  there are those that would say the use of practically anything that modifies the behavior of the vanilla game (other than possibly fixing something that is obviously broken) should be considered a "cheat."  I don't agree with this.  Since this is not a multi-player game, nor are there any defined win and/or lose conditions (except for either letting your nuclear power plant explode, or letting your city coffers go a long ways into negative territory), how can something be considered a cheat (unless it's possible to cheat one's self)?  Can something that changes the parameters of a game be considered a cheat, if the game allows those parameters to be changed (which is all a mod does)? 

    Almost all radical demand mods don't really "create" additional demand in what I guess one might call the "classical sense."  In the default game, there are RCI exemplars for each C and I developer type and wealth level.  These exemplars usually set a minimum and maximum demand number, whereby the actual demand is allowed to float between these two numbers depending on circumstances and in-game environment.  Most radical mods promise continuously high demand , and achieve it by changing these exemplars such that the minimum and maximum demand number are the same (usually the max number), thus allowing continued development , regardless of what the in-game circumstances actually are.  In effect these mods short-circuit the game mechanics, thus introducing a possibility of unforeseen problems occurring.  FYI,

    Having said all that, I personally don't believe in using radical demand mods, nor would I recommend their use.  This comes solely from my belief that because there are still so many game mechanics buried in the game EXE that we don't understand (or even know if they are there), there is a great potential that such radical mods could either unbalance or destabilize the game, leading to other problems.  But that is my personal belief and leads to my choice of using and/or recommending such mods.  Do I have any hard evidence to support that belief?  Nope.  If they work for you, or you choose to try them based on recommendations by others, that is your choice, your risk, and more power to you.  I certainly won't condemn anyone for using them (although I do reserve the right to maybe say "I told you so!" at some later point in time).

    Sorry about the wall of text, but with questions of demand, there might be a number of different reasons the issue exists.  I wanted to make sure that the factors that directly affect demand, at least initially, were discussed.

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    @monkeywater, actually not quite.  What the RW_2x2_Census Repository Vault.SC4Lot does is increase the IR CAP as opposed to increasing actual IR demand. 

    There is a demand range (upper and lower limit) set for all developer types.  The default  Maxis range is from -6,000 to +6,000.  Demand can float between those numbers depending on game conditions.

    There is an initial CAP for almost all non-residential developer types.  A CAP is a limitation on the worker population for a particular developer type.  Without any modifications, no further development can occur for that particular developer type once the worker population hits that CAP limit.  As the worker population for a particular developer type approaches the the current CAP number, the game starts modifying what the upper limit of demand can be for that developer type, until the CAP is hit, whereby demand becomes zero.  In other words, once the owrker population reaches a certain percentage of the CAP number, the game will only allow a maximum demand of 50% of the specified maximum.  As the worker population number gets yet closer the the CAP number, the game will again halve the allowable maximum demand.  If the worker population number ever hits the CAP number, demand totally dies away.

    Buildings like the Census Repository are one of the methods to increase the CAP and thus allow continued development.  But it does nothing to actually increase demand from what it otherwise would be.  All it does is increase the CAP by a set number specified in the Building exemplar.

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    12 hours ago, twalsh102 said:

    As the worker population number gets yet closer the the CAP number, the game will again halve the allowable maximum demand... Buildings like the Census Repository are one of the methods to increase the CAP and thus allow continued development.  But it does nothing to actually increase demand

    If demand has been halved, and if the cap is then raised, would the demand then be un-halved, thus increased?


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    That is correct.  To clarify a point though, it is not the demand itself that is lowered, but the maximum allowable demand (if that makes sense) for that specific developer type.  So for example, by default in the base game, maximum allowable demand for all developer types is 6,000.  If CAP for a specific developer type has not been modified, and the worker population hits the first trigger point, then the maximum allowable demand is halved from 6,000 to 3,000.  If your current demand is only 1,500.  Then there is no effect on demand.  But if the demand is 4,500, then demand will be lowered to 3,000.  I think there are further trigger points, but I haven't been able to figure out if these trigger points are defined in any of the exemplars we have access to, or if they are defined someplace in the game EXE.

    Since the maximum allowable demand is effectively lowered at preset trigger points that are essentially defined as being a specific percentage of the current CAP, if the CAP is raised, then the worker population falls below the trigger point, and maximum allowable demand goes back to the maximum demand defined in the RCI exemplars .

    BTW, This is one of those areas I mentioned above about my choice to not radical demand mods because of the potential for instability.  Consider:

    1.  There are game mechanics that say 1) development cannot take place without positive demand; and 2) if the worker population number is equal to the current XAP, demand is reduced to zero to prevent further development.

    2.  If one has a radical demand mod installed that creates always positive demand by making the minimum and maximum demand numbers the same (usually always 6,000), this means that the maximum demand can never fall below 6,000.

    Therein lies the conundrum and the potential for instability.  How does the game react to conflicting sets of instructions?  Does the game maybe do something behid the scenes that is reflected in the RCI Demand Graph?  Does one set of instructions take priority over the other?  Does the game react consistently to these circumstances?  I don't think we have any way of answering those questions with any degree of certainty.

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    On 4/17/2018 at 12:42 AM, twalsh102 said:

    @monkeywater, actually not quite.  What the RW_2x2_Census Repository Vault.SC4Lot does is increase the IR CAP as opposed to increasing actual IR demand. 

    There is a demand range (upper and lower limit) set for all developer types.  The default  Maxis range is from -6,000 to +6,000.  Demand can float between those numbers depending on game conditions.

    There is an initial CAP for almost all non-residential developer types.  A CAP is a limitation on the worker population for a particular developer type.  Without any modifications, no further development can occur for that particular developer type once the worker population hits that CAP limit.  As the worker population for a particular developer type approaches the the current CAP number, the game starts modifying what the upper limit of demand can be for that developer type, until the CAP is hit, whereby demand becomes zero.  In other words, once the owrker population reaches a certain percentage of the CAP number, the game will only allow a maximum demand of 50% of the specified maximum.  As the worker population number gets yet closer the the CAP number, the game will again halve the allowable maximum demand.  If the worker population number ever hits the CAP number, demand totally dies away.

    Buildings like the Census Repository are one of the methods to increase the CAP and thus allow continued development.  But it does nothing to actually increase demand from what it otherwise would be.  All it does is increase the CAP by a set number specified in the Building exemplar.

    But the demand bar goes  up for each lot that is placed of that?

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    How much does the bar rise? 

    There is nothing in the building exemplar that would have any immediate, direct effect on demand.  There is also nothing in any of the other files that modify any of the simulator exemplars that affect demand.  The building is really designed to be plopped once in each city, although there is nothing to stop you from plopping it more than once.

    I conducted a test in an empty sandbox city.  I plopped the Census Repository Vault, gave it street access, gave it power, and un-paused the game.  There was no change in the IR demand bar.  I plopped further iterations of the building, with again no change.

    What this suggests to me is that if you are seeing some change in demand when the Vault is plopped, the rise in demand is probably a result of other factors in the game, and not directly related to the vault, i.e. it is more likely to be a coincidence.

    Also note that because of the way in which IR demand is created, demand can never be met.  Demand for IR will continue to rise with every new influx of R Sims.  Specifically, for each new job eligible R$ Sim moving into your city, 15 IR jobs are created, thus increasing demand.

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    This is so funny. I came here opening a exactly similar thread at the exact same time considering the exact same question with the use of similar mods under near similar circumstances.

    Do not feel I'm attempting to hijack this thread because if that impression is made I will remove the content of my reply and post a thread of my own. 

    Anyway, I have installed many many mods this weekend and I mean many, like hundred+ that includes CAM + most of the lot packs and many of the other CAMeLots at the LEX. It also has SPAM and the IRM Fix for CAM + many more mods from SImGoober, Jetstarr, Mattb325, Paeng and a few others.

    But I don't know what particular mod is throwing of the balance.

    I also have a hard time acquiring agricultural demand in my cities.

    I got taxes for AG to 5%, 12.000 citizens without education (not even a library) but they only want DI-I and Cs$.
    I managed to fill the field with farms mostly. Bit 12.000 citizens to do that = to much for my taste.

    Depending on my chosen city style I do want farm lands. I like lot of city tiles with mostly farm land because often cities have large acres of farmland beyond their borders. That's what I like to replicate in my region. As you can see according to the following picture that is going to be quite difficult the way my mods determine the agricultural demand in my city.

    98CP1ra.jpg

    Ofcourse I could overlook things and my demand might be be fixable.
    I would want to at least double the amount of farms per citizens whom all 12.000 are dumb. Under which circumstances I would favour thrice the farms per amount of citizens.

    FYI, there are no other city tiles in the region as this is a testing city. Only a couple hundred sims actually work the land.

    EDIT: The demand for AG is slightly negative while taxes are at 5% (ridiculously low) I thought negative demand was a likely outcome when something restricted the demand like for instance higher taxes ironically. Otherwise I never really experienced negative demand on the RCI graph unless something obvious was causing it.

    I'm gonna try and mix certain combinations of the currently installed mods to see if subtracting any of them remedies the problem, which will be tommorow because I'm spent with this game for today. But I hope anything I just uttered was actually telling enough for somebody to tag me with the quik fix.

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    9 minutes ago, Thorx21 said:

    that includes CAM + most of the lot packs and many of the other CAMeLots at the LEX. It also has SPAM and the IRM Fix for CAM +

    Well, SPAM and CAM are not compatible, so if you have both installed, that's very likely to be a problem. Assuming you're using CAM for more than Farms, you're probably best off ditching SPAM altogether.

    Bear in mind too, farms were never intended by Maxis to be a permanent feature of your cities. They have been coded such that they are great for getting a large number of workers into a new city. But, when your city is developed, wealthy or with good I-M/I-HT demand, it will be literally impossible to have further I-AG demand. So if you really want such features, you should put them in place prior to developing a given city. Done this way, there is sufficient scope within the Caps to allow for a city tile full of farms.

    Another tip: Perhaps you need to be more careful with screenshots, since the "Activate Windows" message when using Print Screen, is a tell tale give away that you aren't using a legitimately sourced version of Windows on your PC. It's not that I care or take any joy in pointing it out, but we can't be seen to be promoting piracy on the internet for legal reasons. So in future, perhaps you might want to use the in-game screenshot function?, but those are PNGs so need converting. Otherwise many utilities exist that will take screenshots for you when using a certain key combination.

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    @rsc204 I just removed SPAM. I overlooked the fact they did not go together. Some of my farm fields changed, but the demand issue sitll persists. It didn't even alter it.

    I build a farm region before several years ago with mostly vanilla content and found out I had to start of with farms prior in order to fill a lot of farm land so I know about having to build them first. That's why it's a self imposed requirements of mine to have the demand fixed to my liking so I can get it done. Under the current circumstances I need the size of the town in the pic for the amount of farms. It's to much.

    Also there's nothing illegal here. I got a Microsoft license for my current Windows version. It's just that I re-installed Windows several weeks ago and something triggered the activation message early and I always seem to forget about it, now that you remind me I should actually activate it.
    Trust me, my AG demand is more worrisome at this moment then you mentioning the activation message. I just couldn't be bothered by it and Windows runs fine for now :) 

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    @Thorx21

    I'm certainly no expert on this as I play almost, but not quite, plain vanilla. I really like your comment about city tiles being mostly farm land as that's how it is where I live IRL and what I like my game to portray too.

    Anyhow, just some guessing on my part. What I wonder is if there could be greatly increased farm jobs with CAM which is why the farms want more residential before the demand bar for agricultural will go up. Perhaps use the Route Query tool on a farm building and see how many Sims are going to one of them. For reference in vanilla a farm zoned as an 18 x 18 lot will have about 60 maximum jobs, but often is around 45 to 50. (Note: That's based on the Route Query showing where the Sims come from and not the regular query that may not accurately show how many Sims are working there.)

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    @CorinaMarieThanks!

    I haven't checked the route query yet but it was a very good idea.
    Anyway, in CAM with my installed lots sims work the main building of the farm and then also each seperate tile. So it's hard to get a exact number about the maximum occupied jobs as I would have to count each tile and then add up.

    But most of my farms are in the 15x15 through 18x18 tile setup. Each tile is worked on average by 1.5 (either 1/2 or 2/2 workers per tile) so as an example that is 16x16x1.5 = 384. On top of that, the main building of the farm also has workers. Depending on the farmhouse and from which mod it has anywhere from 6 - 50 workers. So that could be 400+ workers per farm, you get the picture.

    According to the city overview I got 20.000 industrial jobs while having 12.000 sims. So in fact most of them are farmers and having multiple jobs.
    So the result is, there are to many workers per each farm. The remedy would be a industry agricultural divider and it has nothing to do with lack of demand. There's plenty of demand, it simply is already taken because the farms are so dense. I don't got the industry doubler installed by the way, so it couldn't be it. The Dirty industry doesn't have these staggering numbers of workers, in fact, it is on the low side and that's why my DI-I keeps a high demand.
    Is this agricultural behaviour normal for CAM? Maybe a mod conflict? Is there a fix?

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    15 minutes ago, Thorx21 said:

    Is this agricultural behaviour normal for CAM? Maybe a mod conflict? Is there a fix?

    I've never used CAM myself, so I don't know. I kind of suspect it was SPAM at the time and even tho you removed it it is still in place for the already grown farms. (Just me guessing again tho.)


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    13 hours ago, CorinaMarie said:

    Anyhow, just some guessing on my part. What I wonder is if there could be greatly increased farm jobs with CAM which is why the farms want more residential before the demand bar for agricultural will go up.

    Quite likely this too is a factor, that's pretty much a definition of what CAM does. The whole mod centres around adjusting the growth stages and associated values to spread out development. This will likely involve edits to the census drives, along with other values that can drastically alter the demand system. It's like when you add an industrial doubler mod, you now need 2x the number of residents for the same industrial capacity. Of course blurring the lines somewhat, such effects will not necessarily be so pronounced if you don't have specifically made CAM-e-Lots, designed to work with the mod. If you are really struggling for demand due to population requirements, then you can try to meet such demand in a neighbouring city or the greater region itself. Otherwise, slightly more extreme, but assuming you are using the latest 2.1 version of CAM, you can change the CAM install type. There are various different CAM setups, intended for different play styles to choose between. Bear in mind too, mods that fundamentally alter the simulator are best swapped in or out, ONLY, when you start new regions. Since the effect of such changes mid-game are hard to be certain of, so when you run into problems, you have to consider that might be the cause. So it's best to mess around in a test region, until you've got things set as you want them, before building anything you care about. Such fundamental mods really should be treated with much more care than most cosmetic additions/changes.

    13 hours ago, Thorx21 said:

    According to the city overview I got 20.000 industrial jobs while having 12.000 sims. So in fact most of them are farmers and having multiple jobs.
    So the result is, there are to many workers per each farm.

    Actually you've got the wrong idea here totally, what you have are 8,000 more jobs than sims to work in them. In fact it gets worse, because only 50% of your residential population will ever take jobs, so you actually have 6,000 workers for 20,000 jobs (less than a third). This could totally explain any stagnation in demand. Until demand is met, there will be no more need for additional farms. Again one has to factor in any connected cities and the wider region, since demand is not localised once a connection to another tile is made.

    13 hours ago, Thorx21 said:

    The Dirty industry doesn't have these staggering numbers of workers, in fact, it is on the low side and that's why my DI-I keeps a high demand.

    Which again is connected to the design of Industry and the place of Farming within that. Maxis only added farms as a way to get lots of R$ jobs very early in the game. Of course I-D is another valid path towards kick starting a new region/city, but a key difference being those sims employed on the fields for farms. They really, really add up, especially with larger farms/fields. If CAM is adding even more jobs or the custom lots/fields are, then this just even more out of whack. Again I don't think you're suffering from some error, just the intended behaviour of the collective mods you've installed working as intended. Either way, you'll need a lot more than 12k Res to cater for 20k Farm jobs, plus only R$ works in farms (sans any potential changes from using CAM/CAM-e-Lots).


    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

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    On 4/15/2010 at 11:43 PM, Simaniaco1 said:

    Only at the beggining of the game (for 5 or 6 years ago) I had demand, after with the mods and other things I never again get demand.., I have the Radical Ordinance and CAM, both have ordinances to increase the demand, but it is always in 0 or negative, what can I do? Thanks.

    Are you using SPAM? The default Maxis agriculture is broken. SPAM fies those bugs and introduces some new realistic features.

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    3 hours ago, rsc204 said:

    Actually you've got the wrong idea here totally, what you have are 8,000 more jobs than sims to work in them. In fact it gets worse, because only 50% of your residential population will ever take jobs, so you actually have 6,000 workers for 20,000 jobs (less than a third). This could totally explain any stagnation in demand. Until demand is met, there will be no more need for additional farms. Again one has to factor in any connected cities and the wider region, since demand is not localised once a connection to another tile is made.

    Ok, that is true aswell.

    Point is, all jobs are taken. I have very little D-I, like nothing and a few Cs$. That's only a few percent of total jobs, the rest is AG. The point in case is really that the agriculture is to dense. The same amount of agricultural jobs would scatter over 2 whole city tiles if not more compared to the vanilla agricultural density. The AG part considered I would favor a vanilla agricultural density system opposed to the CAM version. Eventually AG is not the main focus of my intended city a.k.a. region, but I want it working to suit my cities design mentality.

    Having read a few threads I found out that Invisichem at SC4D tells that 2 or 3 farmers work a tile on many CAMeLots opposed to 1 sim per tile in vanilla. Adding to this is a overall higher capacity of farmers in the main buildings of the farm adding this number further up. So my findings are that this is indeed a consequence of CAM.
    Which is fine and all, but I want this large rural landscape on the edges of my cities and CAM forbids me to properly replicate this.

    So what can I do then?

    Not sure of all the options. But I found this thread. https://www.sc4devotion.com/forums/index.php?topic=17445.0
    This *fix* can bring the AG workforce down to match vanilla but still remains CAM stages in place. 

    It talks about using Ilive reader. Never used it, and the tutorials on the internet on how to use it are to basic or either comprehensive in areas for which I do not intent to use it for. Invisichem tells me to remove all IR related buildings. HOW??

    Only in the stray fields do I have a "Delete option" (2nd picture)
    Do I need to delete all entries in the stray field for each IR building, also the farm field ones in the tree on the (1st picture)

    Any comprehensive tutorial on how to use this program. I'm not shy to learn and am currently unaware of what Im doing when using this program.

    poJq1MW.png 

    qGv3QrS.png

     

    Sorry for my mid-long length ask/help me posts. But I'm new to modding SC4 and had a nice city planning idea and I wont rest until I found my set of plugins that work well together *:)

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    2 hours ago, Thorx21 said:

    Any comprehensive tutorial on how to use this program.

    The Reader, Beginners Guide

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    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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