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Daeley

Rural setting modd -- adding life to farming communities

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Posted:
Last Online: A long, long time ago... 
 
A dry city wouldn't really be more profitable. You need a perfect balance. Extended light show4ers, nothing hard, but a fair amount of rain over long period of time is the best. Temperature is also a big factor in farming. This summer started off really cold compared to others, so there was alate start in the already short season here. I live on the edge of the praries (well, boreal forest, but we do have a lot of farms here too) but I think if we had someone who knew about this sort of thing. You know what farming lot we don't have? Rice paddies.
 
but the mod sounds good. I am making a rural-ish region right now.
 
-vid
 
[edit] biotechnology is tampering with the genetics of produce, like making blue strawberries that taste like watermelon, or wheat that will ripen in 60 days.

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Posted:
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Wow this mod looks great!!...But im not going to download it right now b/c i think you might update it again so i might as well wait 7.gif
But i can wait!44.gif

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I've been doing a farming region for months now, and this sounds like a great addition to the game. I'll sure test it and come back for updates. I don't like mods (I have none installed) but I gotta try this one!

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  • Original Poster
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    just to clarify the influence factors (I will add a readme and possible strategy guide later ;))
     
    - mayor rating: higher (average) mayor rating causes higher profits. 50 is neutral
    - air pollution: less (map average) pollution = more profit. 13 is neutral
    - gabage pollution: same as air. 500 is neutral
    - taxes: less IR taxes = more profits. 8,0% is neutral
    - ground humidity: more natural water on map = more profit. 15% is neutral
    - local biotech: gives a bonus if some I-HT is present in the city.
    - regional trade: more cities connected = more profit. 3 and 4 are neutral values.
    - weather: random factor, changes each year. (this factor will always have bad, neutral or good influence, and never very bad or very good)
     
    edit: please note that the neutral values above may still change in future versions
     
    for a full chart on influence factors, please check out the spreadsheet included in the download.

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  • Original Poster
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    UPDATE: I have made it much more difficult to get extremely high profits, but getting low profits (<+15%) are untouched, and even a little easier.
     
    For those interested in detail: I have added a capping that replaces factor with factor^((1,18/factor)^1,12) for values > 1 (or 100%). This means the new values will look like this: (blue old, yellow new)
     
    /idealbb/files/rural
     
    and a picture of the latest report (with popup toggle):
    /idealbb/files/rural
     
    I think I'm closing in on what will be the final modd, but feedback is always welcome :)

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    Posted:
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    Awesome Daeley. Pardon me if I don't read the whole thread, I'm busy, but a couple questions.

    1: Local Biotech? Does that equal I-HT?
    2: Regional trade is connections, right?
    3: Humidity? Don't have a clue what that is.

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    Posted:
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    This thread brings up an interesting point: you have changed those news windows where I have gotten so sick of every news story and headline. Could you make some modd that adds in different titles and articles for stuff like Educators take long recess: they strike? Geez, I knew that off the top of my head. That's how often I see it. This is getting off subject, but this is really great. Can you have it only pop up in certain cities or does it have to be every city?

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    Posted:
    Last Online: A long, long time ago... 
     
    Instead of having the data as a popup, could you make it a rollout in the news ticker instead?

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    Posted:
    Last Online: A long, long time ago... 
     
    Date: 7/10/2004 1:08:08 PM
    Author:

    Builderman: 3 posts up ;)


    catweazle: no, the number of workers does not have an influence on the harvest.
    quote>
    I think that the number of workers should be considered to have an influence.
    For example: a city which has a lot of agricultural workers (city's economy is heavily dependent on agriculture) should suffer more from a bad harvest due to bad weather and gain more when the weather was good.

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    Posted:
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    Oooh another cool gem to subscribe to!!! 10.gif
    -(& I'm posting b/c 'subscribe' isn't  going through, 20.gif  -but it's still a cool gem!)
    -(cool gem, hmmm... any mining mod's out there??) 37.gif
     
     
    An edit to avoid bumping...
      The deeper I read into this post the more I like!
     
     
    just to clarify the influence factors (I will add a readme and possible strategy guide later ;))
    - mayor rating: higher (average) mayor rating causes higher profits. 50 is neutral
    - air pollution: less (map average) pollution = more profit. 13 is neutral
    - garbage pollution: same as air. 500 is neutral
    - taxes: less IR taxes = more profits. 8,0% is neutral
    - ground humidity: more natural water on map = more profit. 15% is neutral
    - local biotech: gives a bonus if some I-HT is present in the city.
    - regional trade: more cities connected = more profit. 3 and 4 are neutral values.
    - weather: random factor, changes each year. (this factor will always have bad, neutral or good influence, and never very bad or very good)
     
     
    Weather is a traditional SimCity.com wish list item.  I've also been personally looking for bits and pieces of modding  that could add up to a SimNation with greater city specialization and interaction.    Obviously the whole thread of an agricultural city fits, but so does inter-regional trade (as would trade with hypothetical bordering regions), so does does more types of specialized tech's and taxes.   I'm eager to download the mod and read the thread further!  
     -JoeSocWork


     

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  • Original Poster
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    catweazle: I see your point, and I must say i've misexplained myself. In fact, the number of workers in a city does have an influence, but not if the harvest will be good or bad. The number of workers has an influence on the amount of money you will gain or lose when you have profits or losses, like you said ;)
     
    ScLu: This is a popup and a news ticker rollout. If you don't want the popup, you set it off by clicking set popup off.
     
    two notes on setting popup off:
    1) when you set a popup off, this line will change into set popup on
    2) when you enter a city, popup will always be on, as there's no way to save the popup state.
     
    Arphaxad Locus: a mod that would rotate messages could be made, yes.

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  • Original Poster
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    to all users of this mod: please download the version posted in the mods section, it has a minor update from the last version I posted in this thread.

    these are the stats from the final version (for those of you not having MS Excel)
    note that the Excel spreadsheet contains all formulae, for those that would be interested.
     
    /idealbb/files/Rural
     
    /idealbb/files/Rural
     
    (*) Total Factor is the product of all other influence factors. Note that there may still be a small deviation to these profits caused by weather.

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    Posted:
    Last Online: A long, long time ago... 
     

    If possible make it so use of rain mod gives more profit, but too much decreses? ???

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  • Original Poster
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    whoa! that's a great idea... unfortunatly I don't have any idea how to measure the duration of using a certain tool... I don't even know how to measure what tool is being used... 30.gif

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    Posted:
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    This is a really great idea and a very impressive execution as well.  Great job, Daeley!  44.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    I have an idea. Can you change the advisor pic to Mr. Haney or Eb from Green Acres? 3.gif

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    actually, the advisors are 3D-animated. I you'd want me to change the advisor picture (and I could do that, I have found out how to) I would need a 3D animated file, in the same format as the original advisors.

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    Posted:
    Last Online: A long, long time ago... 
     

    Hi I am sorry to report that it does NOT add it to the budget.\I supposed to get 4000 clams and I get nada. The report does show up every year! Whats wrong?????????15.gif

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    look very carefully at your budget... it will be added automatically. It is possible that the popup and the money are somewhat out of sync so you get the popup after the money has been added or reverse.

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    Posted:
    Last Online: A long, long time ago... 
     

    Help I must have an ENRON type executive in my budget office. Or Butch Cassidy and the Sundance Kid robb me every year!! We have to have a congressional investigation why this money never shows up I have been watching my budget like a hawk! Since my city has a time of negative expansion it just sits there (goes up and down a few hundert) its easy to see. I should have recieved a bonus of $4700.- clams not just a measly amount and its nowhere to be seen. Please - its a great idea!! All my cities are with farms (growable) and it would make the game more enjoyable!8.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    Just wondering, what is the status on this project? Is there an updated version we can download? 42.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    check in the mods section. Or, if you are doing it soon, click on rural setting mod. It is the last one on the list of mods on the main page.

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  • Original Poster
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    mirabella... that's very strange... are you by any chance running a Mac? Do you have Deluxe or Rush hour?
    This mod has only been tested with Rush hour so the possibility exists it will not function entirely correct without it...

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    Posted:
    Last Online: A long, long time ago... 
     

    Hi Not a chance I have a normal PC and running Sim city delux.
    I put the rural mode together with N.A.M into an extra folder. Finnaly NAM is running fine and every thing else is ok It just doesn't add up. Since I have more then one city I will see if it does the same in others. I put the folder containing the modes into Simcity plugins folder NOT in the Doc plugin folder. I also will check if taking it out of the folder makes any difference . How do I know it's not adding up? Well I am running a test with different road layout to see if I resolve my problem with traffic. So I converted every square inch outside the city to growable farms Hoping the income would help me out. without adding or changing anything in the city I am 2000 smackers in the hole and on the and of the year I should have gotten 5700 in to my budget BUT I am still 2000 in the hole..
    As I said I will test it in different places and let you know. It's realy a great Idea. I love it. Lets keep working on it.42.gif

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  • Original Poster
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    btw, I do not know If I explained this thouroughly enough but... you will NOT see the extra money given to you in your budget window. If you are looking for the money to appear under ordinances or business deals you are looking the wrong way... The money shown on the farming report popup will be added automatically, at the beginning of the year. You will not see this money in your budget window, but you should notice a big jump on your budget, especially if you gain

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