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CorinaMarie

The 505 Year Education Experiment

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Quite an appraisal.  While I've never done such thorough investigation, I have had the EQ get pretty high without any university - high enough to have a large CO$$$ building be built (which really surprised me as I'd figured a university or college would be required for that). 

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Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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It seems to me what is revealed is consistent with game programming, the variables are weighted to produce a gaming experience intended by the designer.   The simulator only generates the illusion of randomness and apparent consistency with reality so the player can enjoy the show.

Its like when most people go to a movie theater and enjoy an entertainment experience, most of them don't then research and discuss the artistic and technical process behind the scenes.  

On Simtropolis we are fans of the production and constantly study and experiment and share the experience of the game.

Its still on my list of things to do to find out what happened to Will Wright, the visionary genius who conceived and directed the show.

Coming back to your experiment, I'd be interested to know what ordinances and tax rates you set for this run of the simulator or any mods used to alter the program?

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    35 minutes ago, RandyE said:

    I'd be interested to know what ordinances and tax rates you set for this run of the simulator or any mods used to alter the program?

    img1707.jpg.f9d744e6a4614a34e9a5e42fb7333273.jpg

    All taxes at the default 9.0% and the only ordinance enacted is Gambling. (I experimented with Community CPR Training Program, Free Clinic Program, and Pro-Reading Campaign in another tile and my preliminary conclusion is they do nothing except cost money.)

    For my Plugins, here's a quick Dos level Dir /s

    Spoiler

     Volume in drive C has no label.
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\15 Kroger

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    11/19/2008  05:26 PM            41,076 CS3x3_Kroger_f6305e62.SC4Lot
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    11/19/2008  12:37 PM            42,922 LM2x3_Kroger_d63011e1.SC4Lot
    11/19/2008  05:36 PM            48,410 LM3x3_Kroger_f63075aa.SC4Lot
                   5 File(s)        488,086 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\16 McSorley's

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    11/08/2008  06:47 PM            27,479 CS$1x2_McSorleys_5621f9bc.SC4Lot
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    11/08/2008  02:59 PM           315,553 McSorleys01-0x5ad0e817_0x73156766_0x4160000.SC4Model
                   4 File(s)        377,334 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\17 TSBDbldg

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    11/05/2008  10:12 AM            60,023 CV3x3_TheSixthFloorMuseum_161d9843.SC4Lot
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                   3 File(s)        777,201 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\18 Diners2

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    10/11/2008  09:35 AM            20,102 CS$2x1_LittleChef_b5fc9a13.SC4Lot
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    10/11/2008  02:25 PM            32,232 CS$2x2_StudioDiner_b5fcde55.SC4Lot
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    10/08/2008  04:05 AM            83,871 LittleChef-0x5ad0e817_0x73156766_0x3ff0000.SC4Model
    10/11/2008  08:47 AM            29,995 LM2x1_LittleChef_75fbe679.SC4Lot
    10/11/2008  07:39 PM            29,589 LM2x1_Marilyn'sDiner_d5fd2697.SC4Lot
    10/11/2008  08:43 AM            41,414 LM2x2_StudioDiner_75fbadc0.SC4Lot
    10/11/2008  07:10 PM             1,655 Marilyn's Diner-0x6534284a-0x73156766-0x15fd20a8.SC4Desc
    10/08/2008  03:08 PM           146,809 Marilyns-0x5ad0e817_0x73156766_0x4030000.SC4Model
    10/11/2008  08:51 AM             1,642 Studio Diner-0x6534284a-0x73156766-0x35fc8fdf.SC4Desc
    10/10/2008  04:57 AM           240,817 StudioDiner-0x5ad0e817_0x73156766_0x4070000.SC4Model
                  12 File(s)        662,088 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\19 SmallChurch

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
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                   3 File(s)        195,923 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\20 FreightStationV2

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    09/17/2008  04:45 PM           201,929 FreightV2-0x5ad0e817_0x73156766_0x3d00000.SC4Model
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    09/17/2008  04:54 PM            47,907 Utils3x2_FreightStationV2_95dd5d30.SC4Lot
                   3 File(s)        251,927 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\21 I-m2x1

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    09/07/2008  04:43 PM             1,635 BNG Industries-0x6534284a-0x73156766-0xb5d02b37.SC4Desc
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    09/04/2008  07:24 PM             1,619 Ice House-0x6534284a-0x73156766-0xf5c05819.SC4Desc
    08/26/2008  04:33 PM           109,850 IceHouseV2-0x5ad0e817_0x73156766_0x3a90000.SC4Model
    09/05/2008  03:39 AM           107,483 Microbrewery-0x5ad0e817_0x73156766_0x3b10000.SC4Model
    09/05/2008  03:41 AM             1,619 Microbrewery-0x6534284a-0x73156766-0x55ccd0f4.SC4Desc
    09/04/2008  07:26 PM             1,613 Motor Co-0x6534284a-0x73156766-0xb5c8e8c8.SC4Desc
    09/02/2008  04:21 AM           108,783 MotorCo-0x5ad0e817_0x73156766_0x3aa0000.SC4Model
                  12 File(s)        524,414 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\22 BurgerChef

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    08/20/2008  12:22 PM            36,804 BChefsign-0x5ad0e817_0x73156766_0x3a20000.SC4Model
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    08/20/2008  04:56 AM           198,061 BurgerChef-0x5ad0e817_0x73156766_0x3a10000.SC4Model
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    08/22/2008  04:53 AM            55,860 LM3x3_BurgerChef_b5ba6d4f.SC4Lot
                   6 File(s)        340,167 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\23 GasStations2

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    08/10/2008  05:07 AM            38,208 CS$2x2_Mobilgas_95aa9e7a.SC4Lot
    08/10/2008  05:03 AM            38,105 CS$2x2_Texaco_95aa9d99.SC4Lot
    08/10/2008  05:11 AM            39,449 LM2x2_Mobilgas_95aa9f94.SC4Lot
    08/10/2008  05:15 AM            39,313 LM2x2_Texaco_95aaa060.SC4Lot
    08/03/2008  05:28 PM           123,556 Mobil-0x5ad0e817_0x73156766_0x38d0000.SC4Model
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    08/03/2008  02:15 PM           124,336 Texaco-0x5ad0e817_0x73156766_0x38b0000.SC4Model
    08/03/2008  05:36 PM             1,632 Texaco-0x6534284a-0x73156766-0x95a21354.SC4Desc
                   8 File(s)        406,235 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\24 Fence Co

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    07/24/2008  07:49 PM           202,376 Fence Co-0x5ad0e817_0x73156766_0x3790000.SC4Model
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    07/25/2008  06:01 AM            21,742 Fence Props-0x5ad0e817_0x73156766_0x37b0000.SC4Model
    07/25/2008  06:02 AM             1,281 Fence Props-0x6534284a-0x73156766-0x3595934e.SC4Desc
    07/26/2008  08:22 AM            18,852 I-m4x3_Fence Co_959705bd.SC4Lot
    07/28/2008  07:19 PM            18,817 I-m4x3_FenceCoV2_759a42d0.SC4Lot
                   6 File(s)        264,694 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\25 GrainElevator

    07/23/2017  12:59 PM    <DIR>          .
    07/23/2017  12:59 PM    <DIR>          ..
    07/23/2017  12:58 PM             1,701 Grain Elevator-No_Dirt_0x6534284a-0x73156766-0xd58e7043.SC4Desc
    07/19/2008  08:02 PM           323,658 GrainElevator-0x5ad0e817_0x73156766_0x3780000.SC4Model
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    07/19/2008  08:25 AM            20,180 truckprop-0x5ad0e817_0x73156766_0x3720000.SC4Model
    07/19/2008  08:26 AM             1,282 truckprop-0x6534284a-0x73156766-0xb58dcc08.SC4Desc
                   5 File(s)        377,835 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\26 GrusomCasket

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    05/29/2008  04:17 AM             1,653 Grusom Casket-0x6534284a-0x73156766-0x754a5442.SC4Desc
    05/28/2008  08:39 PM           313,440 Grusom-0x5ad0e817_0x73156766_0x3050000.SC4Model
    05/31/2008  04:11 AM            39,991 I-m3x2_Grusom Casket_954cf6e5.SC4Lot
    05/31/2008  04:37 AM            48,956 LM3x2_Grusom Casket_954cf8ab.SC4Lot
                   4 File(s)        404,040 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\27 FireStation

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    05/24/2008  02:17 PM            42,388 CV2x2_FireStation_55444a82.SC4Lot
    05/24/2008  02:12 PM             2,311 FireStation-0x6534284a-0x73156766-0xf54448d3.SC4Desc
    05/24/2008  02:06 PM           330,665 FireStation1-0x5ad0e817_0x73156766_0x2fc0000.SC4Model
                   3 File(s)        375,364 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\28 FreightStation

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    05/01/2008  03:52 AM           258,242 Freight Station-0x5ad0e817_0x73156766_0x2ea0000.SC4Model
    05/01/2008  04:34 AM             2,118 Freight Station-0x6534284a-0x73156766-0xf5256e0b.SC4Desc
    05/01/2008  05:57 PM            40,637 Utils2x2_FreightStation_95262b6e.SC4Lot
                   3 File(s)        300,997 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\29 PoliceDept

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
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                   3 File(s)        339,945 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\30 SimcityMall

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    04/12/2008  06:00 AM            31,220 CS5x5_SimcityMall_f50c76ed.SC4Lot
    04/11/2008  05:47 AM             1,283 Dillards_prop-0x6534284a-0x73156766-0x550b225b.SC4Desc
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    04/12/2008  11:14 AM            40,754 LM5x5_Simcity Mall_d50cbebd.SC4Lot
    04/11/2008  05:03 AM             1,292 Macy's_prop-0x6534284a-0x73156766-0x550b17d5.SC4Desc
    04/12/2008  04:38 AM             1,647 Simcity Mall-0x6534284a-0x73156766-0x350c637e.SC4Desc
    04/10/2008  09:23 PM           964,818 SimcityMall-0x5ad0e817_0x73156766_0x2d50000.SC4Model
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                   8 File(s)      1,043,608 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\31 Gas Stations

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    03/09/2008  08:46 AM           108,565 Citgo-0x5ad0e817_0x73156766_0x2c50000.SC4Model
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    03/09/2008  09:49 AM            10,464 Gas Station-0x5ad0e817_0x73156766_0x2c80000.SC4Model
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    03/08/2008  08:15 PM            19,080 gaspumps-0x5ad0e817_0x73156766_0x2c00000.SC4Model
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    03/09/2008  08:40 AM           106,789 ShellV1-0x5ad0e817_0x73156766_0x2c40000.SC4Model
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    03/08/2008  08:52 PM           109,660 SinclairV1-0x5ad0e817_0x73156766_0x2c30000.SC4Model
    03/08/2008  08:46 PM           108,397 Union 76-0x5ad0e817_0x73156766_0x2c20000.SC4Model
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                  18 File(s)        737,686 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\32 Clerks Stores

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    03/05/2008  09:03 AM            35,507 CS$4x2_SmallStores_14da88c6.SC4Lot
    03/05/2008  09:09 AM            43,900 LM4x2_SmallStores_14da8712.SC4Lot
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    03/04/2008  07:30 PM           325,220 stores01-0x5ad0e817_0x73156766_0x2ba0000.SC4Model
                   4 File(s)        406,261 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\33 DK1 Industrial

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    03/01/2008  12:36 PM             1,640 Acme Warehouse-0x6534284a-0x73156766-0xd4d57427.SC4Desc
    03/01/2008  12:30 PM           202,865 AcmeWarehouse-0x5ad0e817_0x73156766_0x2b90000.SC4Model
    02/29/2008  04:54 AM            20,696 I-m2x1_JeffersonIceCo_94d3b6ce.SC4Lot
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    02/29/2008  05:57 AM            39,151 I-m3x2_JLSimon_74d3c593.SC4Lot
    02/27/2008  10:05 AM           110,920 IceHouse-0x5ad0e817_0x73156766_0x2b50000.SC4Model
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    02/28/2008  08:26 PM             1,645 Jefferson Ice Co.-0x6534284a-0x73156766-0x14d33f27.SC4Desc
    02/26/2008  03:31 PM           316,606 JLSimonV1-0x5ad0e817_0x73156766_0x2b40000.SC4Model
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    03/01/2008  07:01 AM            47,825 LM3x2_JLSimon_b4d523e5.SC4Lot
                  12 File(s)        845,277 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\34 Small Stores 2

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    02/16/2008  08:34 AM            82,398 Couche-Tard-0x5ad0e817_0x73156766_0x2a30000.SC4Model
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    02/17/2008  10:39 AM            83,677 Kum and Go-0x5ad0e817_0x73156766_0x2a90000.SC4Model
    02/20/2008  10:41 AM             1,274 Kum and Go-0x6534284a-0x73156766-0xb4c43609.SC4Desc
    02/17/2008  09:37 AM           107,494 Kwik E Mart-0x5ad0e817_0x73156766_0x2a70000.SC4Model
    02/17/2008  03:21 PM            83,338 Lawson-0x5ad0e817_0x73156766_0x2aa0000.SC4Model
    02/20/2008  10:40 AM             1,265 Lawson-0x6534284a-0x73156766-0xb4c47802.SC4Desc
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    02/18/2008  08:09 PM            82,687 QuickChek-0x5ad0e817_0x73156766_0x2b20000.SC4Model
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    02/20/2008  10:44 AM             1,252 Valero-0x6534284a-0x73156766-0xf4c34d10.SC4Desc
                  12 File(s)        603,368 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\35 Diners

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    02/15/2008  05:04 AM            21,155 CS$2x1_OKDiner_b4c13e43.SC4Lot
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    02/15/2008  04:26 AM             1,632 Diner-0x6534284a-0x73156766-0x34c13b01.SC4Desc
    02/15/2008  04:59 AM            29,273 LM2x1_OKDiner_94c13cf5.SC4Lot
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    02/15/2008  04:28 AM             1,650 OK Diner-0x6534284a-0x73156766-0x14c13b98.SC4Desc
    02/13/2008  08:26 PM           156,619 OKDiner-0x5ad0e817_0x73156766_0x29f0000.SC4Model
    02/14/2008  05:42 AM           229,561 old Diner-0x5ad0e817_0x73156766_0x2a20000.SC4Model
                   8 File(s)        490,617 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\36 Small Stores

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    02/03/2008  10:21 AM            82,288 7Eleven-0x5ad0e817_0x73156766_0x2990000.SC4Model
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    02/03/2008  11:32 AM             1,266 AM PM-0x6534284a-0x73156766-0x94b19d68.SC4Desc
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\37 PowerPlant

    06/27/2017  12:32 AM    <DIR>          .
    06/27/2017  12:32 AM    <DIR>          ..
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\38 JCPenney

    06/26/2017  08:14 PM    <DIR>          .
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\39 Dillards

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    07/29/2007  06:38 PM            28,792 CS$5_5x4_Dillard's_53b905b1.SC4Lot
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\40 Macy's

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    01/16/2008  03:37 PM            23,102 CS$4x4_Macys_949a4b81.SC4Lot
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    01/16/2008  03:32 PM             1,636 Macy's-0x6534284a-0x73156766-0x949a4a04.SC4Desc
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                   4 File(s)        607,309 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\41 BofA

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
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    12/09/2007  12:29 PM           182,261 BofA-0x5ad0e817_0x73156766_0x25b0000.SC4Model
    01/12/2008  04:32 PM            40,565 CS$3x2_BofA_549512aa.SC4Lot
    12/09/2007  03:15 PM            49,277 LM3x2_BankofAmerica_b4682c0d.SC4Lot
                   4 File(s)        273,768 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\42 LuhrsTower

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    11/25/2007  03:45 AM            17,534 CO$$3x2_LuhrsTower_grow_d4551595.SC4Lot
    11/24/2007  05:17 PM            17,479 CS$3x2_LuhrsTower_grow_b4548257.SC4Lot
    11/24/2007  10:56 AM            24,232 LM3x2_LuhrsTower_plop_945428b0.SC4Lot
    11/25/2007  03:18 AM             1,667 Luhrs Tower-0x6534284a-0x73156766-0x14550fe6.SC4Desc
    11/24/2007  01:23 PM             1,659 Luhrs Tower-0x6534284a-0x73156766-0x74544c51.SC4Desc
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\43 Railroad Depot CNWRR-0x5ad0e817_0x73156766_0x23e0000

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    10/14/2007  04:47 AM           420,969 CNWRR-0x5ad0e817_0x73156766_0x23e0000.SC4Model
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    10/14/2007  05:38 AM            25,168 Utils5x2_CNWRR Depot_341dd23b.SC4Lot
    10/14/2007  04:54 AM             2,163 Ut_CNWRR-0x6534284a-0x73156766-0x341dc71f.SC4Desc
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\44 XoomerV2c-0x5ad0e817_0x73156766_0x19e0000

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    08/21/2007  08:14 PM            33,842 CS$_4x2_Xoomer_f3d76e6f.SC4Lot
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    08/22/2007  10:41 AM            43,240 LM4x2_Xoomer_plop_d3d839bb.SC4Lot
    08/22/2007  09:14 AM             1,595 Xoomer Garage & Gas-0x6534284a-0x73156766-0x53d4690b.SC4Desc
    08/19/2007  01:13 PM           174,035 XoomerV2c-0x5ad0e817_0x73156766_0x19e0000.SC4Model
                   6 File(s)        287,524 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\45 Pallet4-0x5ad0e817_0x73156766_0x19c0000

    06/26/2017  11:04 PM    <DIR>          .
    06/26/2017  11:04 PM    <DIR>          ..
    08/18/2007  06:03 PM            23,246 I-m_4x4_SimcityPallet_93d35b4a.SC4Lot
    08/17/2007  09:14 PM           233,770 Pallet4-0x5ad0e817_0x73156766_0x19c0000.SC4Model
    08/18/2007  08:31 AM             1,661 Simcity Pallet Co.-0x6534284a-0x73156766-0x53d2d3e6.SC4Desc
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\46 MarienkircheV2-0x5ad0e817_0x73156766_0x1780000

    06/26/2017  11:04 PM    <DIR>          .
    06/26/2017  11:04 PM    <DIR>          ..
    08/07/2007  08:08 PM           434,865 MarienkircheV2-0x5ad0e817_0x73156766_0x1780000.SC4Model
    08/07/2007  08:13 PM             1,910 MarienkircheV2-0x6534284a-0x73156766-0x33c4f88d.SC4Desc
    08/07/2007  08:35 PM            15,568 PZ2x3_DK1_MarienkircheV2_d3c4fe55.SC4Lot
                   3 File(s)        452,343 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\47 HwyPatBwnOmni-0x5ad0e817_0x73156766_0x16f0000

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    08/02/2007  04:51 PM            30,574 CV4x3_DK1_HwyPatBwnOmni_13be329b.SC4Lot
    07/14/2007  01:48 PM            18,207 HPsignbrown-0x5ad0e817_0x73156766_0x1450000.SC4Model
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    08/02/2007  04:44 PM           215,146 HwyPatBwnOmni-0x5ad0e817_0x73156766_0x16f0000.SC4Model
    08/02/2007  04:47 PM             2,399 HwyPatBwnOmni-0x6534284a-0x73156766-0xf3be3128.SC4Desc
                   5 File(s)        267,599 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\48 Monroe4-0x5ad0e817_0x73156766_0x1290000

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    06/24/2007  03:41 AM            25,420 CS$_4x3_MonroeGrow_93899c19.SC4Lot
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     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\49 12school-0x5ad0e817_0x73156766_0x10b0000

    06/26/2017  08:14 PM    <DIR>          .
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    06/09/2007  08:47 PM           166,030 12school-0x5ad0e817_0x73156766_0x10b0000.SC4Model
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    06/10/2007  08:54 AM            52,242 CV2x3_DK1School_1377e350.SC4Lot
                   3 File(s)        220,681 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\DK1\50 DK1_Library-0x5ad0e817_0x73156766_0x1010000

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    06/01/2007  05:13 AM            32,123 CV4x4_DK1_Library_f36bd20b.SC4Lot
    06/01/2007  04:22 AM             9,594 DK1ParkingLotLibrary-0x5ad0e817_0x73156766_0x1030000.SC4Model
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                   6 File(s)        602,945 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Farms - Buggy - Fix as Landmarks Only

    06/30/2017  05:09 PM    <DIR>          .
    06/30/2017  05:09 PM    <DIR>          ..
    07/02/2017  07:21 AM    <DIR>          Havoc_babychickseggs
    07/02/2017  07:24 AM    <DIR>          Shmails' Tobacco Farm
                   0 File(s)              0 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Farms - Buggy - Fix as Landmarks Only\Havoc_babychickseggs

    07/02/2017  07:21 AM    <DIR>          .
    07/02/2017  07:21 AM    <DIR>          ..
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    07/02/2017  07:21 AM            32,299 Havoc_Babychickseggs_4d9f2087.SC4Lot
                   3 File(s)        295,070 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Farms - Buggy - Fix as Landmarks Only\Shmails' Tobacco Farm

    07/02/2017  07:24 AM    <DIR>          .
    07/02/2017  07:24 AM    <DIR>          ..
    06/28/2017  08:00 AM            48,230 Shmails' Roadside Smoke Shop_ed760c8e_NowStage3.SC4Lot
    07/02/2017  07:22 AM            59,489 Shmails' Tobacco Farm_0d732909.SC4Lot
    07/02/2017  07:24 AM            52,884 Shmails' Tobacco Processing Plant_cd760af6.SC4Lot
    03/28/2004  04:55 PM            14,109 tobacco1b-0x5ad0e817_0x2d2e4fa5_0x780000.SC4Model
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                   5 File(s)        175,987 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Money park1

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    06/26/2017  08:14 PM    <DIR>          IPS Money Park lots
    06/26/2017  08:14 PM    <DIR>          IPS Money Park modds
    11/07/2006  01:02 PM            95,604 Money parks and gnomes.JPG
    11/07/2006  01:13 PM             1,121 README.txt
                   2 File(s)         96,725 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Money park1\IPS Money Park lots

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    11/07/2006  11:20 AM            15,288 100k gnome-0x5ad0e817_0xd21b0af0_0x40000.SC4Model
    11/07/2006  11:23 AM             1,279 100k gnome-0x6534284a-0xd21b0af0-0xb25c9349.SC4Desc
    11/07/2006  12:55 PM            19,057 100k money park_f25c9494.SC4Lot
    11/07/2006  12:52 PM            23,742 20k  Money Park_f25c99ea.SC4Lot
    11/07/2006  11:38 AM            18,238 20k gnome-0x5ad0e817_0xd21b0af0_0x50000.SC4Model
    11/07/2006  11:47 AM            18,173 20k gnome-0x5ad0e817_0xd21b0af0_0x60000.SC4Model
    11/07/2006  11:40 AM             1,283 20k gnome-0x6534284a-0xd21b0af0-0x925c9780.SC4Desc
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    11/07/2006  11:57 AM            16,543 5k gnome-0x5ad0e817_0xd21b0af0_0x70000.SC4Model
    11/07/2006  11:58 AM             1,281 5k gnome-0x6534284a-0xd21b0af0-0x925c9bc4.SC4Desc
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    01/07/2004  12:26 PM            39,095 Money Park_4d082eaf.SC4Lot
                  12 File(s)        176,069 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Money park1\IPS Money Park modds

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    11/07/2006  12:55 PM             5,295 IPS 100k money gnome.dat
    11/07/2006  12:52 PM             5,915 IPS 20K Money park modd.dat
    11/07/2006  12:48 PM             5,803 IPS 5k Money gnome modd.dat
    09/05/2006  11:31 AM             7,195 Moeny Park1.dat
                   4 File(s)         24,208 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\No Maxis Dirt Farms

    07/23/2017  12:39 PM    <DIR>          .
    07/23/2017  12:39 PM    <DIR>          ..
    07/23/2017  11:53 AM               363 Farm_Alvin's_Acres_no_Dirt.dat
    07/23/2017  11:56 AM               368 Farm_Barthelrt_Stables_No_Dirt.dat
    07/23/2017  11:59 AM               364 Farm_Farhan's_Farms_No_Dirt.dat
    07/23/2017  12:02 PM               367 Farm_Jez_Knight_Acres_No_Dirt.dat
    07/23/2017  12:04 PM               355 Farm_Llama_Ag_No_Dirt.dat
    07/23/2017  12:10 PM               358 Farm_Pumkin_Acres_No_Dirt.dat
                   6 File(s)          2,175 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Peg Gray Power Towers

    06/27/2017  05:04 PM    <DIR>          .
    06/27/2017  05:04 PM    <DIR>          ..
    06/27/2017  05:00 PM           325,611 Zoom4_Fixed_PEG_PowerTower_MOD.dat
                   1 File(s)        325,611 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\RLM Ind Parking Lots

    06/26/2017  08:14 PM    <DIR>          .
    06/26/2017  08:14 PM    <DIR>          ..
    02/22/2008  06:12 PM           291,591 RLM_IND_ParkingLots_Set1_TE.dat
    02/22/2008  12:24 PM            94,556 RLM_IND_ParkingLot_Textures.dat
    02/18/2008  01:07 PM             9,656 RLM_IPL_Essentials.dat
                   3 File(s)        395,803 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Terrain Stuff

    07/28/2017  06:58 AM    <DIR>          .
    07/28/2017  06:58 AM    <DIR>          ..
    07/28/2017  06:58 AM    <DIR>          Columbus 2 Terrain
    07/28/2017  06:58 AM    <DIR>          CPT_TerrainEssentials
    08/10/2011  09:52 PM           720,886 DrunkenGrey1WaterMod.dat
    06/12/2009  08:13 PM           176,990 ENN_RockMod_Sandstone1_256Brown.dat
    04/14/2011  07:39 PM           830,800 White Gravel Beach.dat
                   3 File(s)      1,728,676 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Terrain Stuff\Columbus 2 Terrain

    07/28/2017  06:58 AM    <DIR>          .
    07/28/2017  06:58 AM    <DIR>          ..
    07/22/2017  05:00 PM            18,560 CP_ColumbusPlayTerrainParameters_CoriExtendBeach9.dat
    12/31/2004  01:54 PM           881,059 CP_ColumbusRockTextures.dat
                   2 File(s)        899,619 bytes

     Directory of C:\Documents and Settings\Administrator\My Documents\SimCity 4\Plugins\Terrain Stuff\CPT_TerrainEssentials

    07/28/2017  06:58 AM    <DIR>          .
    07/28/2017  06:58 AM    <DIR>          ..
    05/23/2006  12:21 AM         6,944,979 CPT_No3_TerrainTextures_Essential.dat
    05/22/2006  10:40 PM        10,600,786 CPT_No4_TerrainTextures_Essential.dat
                   2 File(s)     17,545,765 bytes

         Total Files Listed:
                 361 File(s)     48,151,587 bytes
                 209 Dir(s)   2,521,452,544 bytes free

     

    Even tho I have @dk1's complete collection, I only used Maxis educational facilities for that part of this test.

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    It's a nice experiment, all would appear to work as intended.

    All schools (elementary, high school and college) give an EQ boost of 24 over varying age groups.

    A library boost EQ by just 0.3 over all age groups.

    A museum boosts EQ by 40 but only in elderly groups

    The elementary school has the following effectiveness for these age groups: 20 year olds (5), 30yo (5), 40yo (0.5) 50-80yo (0)

    The high school has the following effectiveness for these age groups: 20yo (0) 30yo (0.5), 40yo (5), 50yo (2.5), 60-80yo (0)

    The college has the following effectiveness for these age groups: 20yo (0) 30yo (0.5), 40yo (1.5), 50yo (5), 60yo (2.5), 70yo (0.5), 80 yo (0)

    The library has the following effectiveness for these age groups:  20-60yo (30), 70yo (25), 80yo (20)

    The museum has the following effectiveness for these age groups: 20yo (0) 30-50yo (0.3), 60yo (0.75), 70yo (1.5), 80yo (3)

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    1 hour ago, CorinaMarie said:

    the only ordinance enacted is Gambling

    That's the most interesting setting of the ordinances because although you have modded several variables from pure vanilla, you've added a business deal that provides some regular income but also would seemingly logically have been programmed with a random seed in what impact it may or may not have on the game, especially crime and education.   

    The regular EQ boosts mattb325 indicates are constants, that do not normally change, only if altered by a mod.  They represent a programmed direction of the game.

    I may start sounding like a machine myself, but I think at some point in game design a philosophy has to be applied to how the simulation unfolds and what direction it ultimately goes.   Even in programs that attempt to present free choices and self-determined outcomes, the bottom line is its a piece of machinery with working parts that do not change.

    In strict math and science there are no absolutes in what is or is not truly random, determined or designed.  This is where most of the pretenses of AI capability fail to qualify.  How can humans possibly design an intelligence greater than themselves when they don't even know what intelligence designed them?

    A game as a machine is still, and often even more so enjoyable the more you know how it works.  The pleasure is in operating the machine, playing the game, modding the machine, re-designing what you can do with it and how it can respond.  

    I love this game, I'm an SC4 fan forever.

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    This is an enlightenment

    . Good tips. But I'm a little puzzled with the dates. You ran the game ~500 years? Why is the year different from the standard way (YYYY)?

    « Try to learn something about everything and everything about something. »
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    Paris Skyline
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    and the church of "Sacré Coeur", after it is the "Arc de Triomphe" and last is the Bastille column.

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    7 hours ago, huzman said:

    Why is the year different from the standard way (YYYY)?

    Golly. I have no idea. Mine have always started with 1/1/00 and progressed to a 3 digit year after 100 years. I feel certain it would get all 4 digits after 1000 years. So, are you saying your game always shows 4 digits for the year? I wonder it that's a difference between the English version and other versions across the world?

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    6 hours ago, CorinaMarie said:

    are you saying your game always shows 4 digits for the year?

    Yes, my format in my games (disk and digital) is MM DD YYYY as well as the SimDate cheat. And Woe to the Weary if the strict format is not respected, as many peeps seem to do. Have you checked other English versions' dates? Which format is dominant? Curiouser and curiouser...

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    I live in USA, Inc, and I can attest for what @CorinaMarie says - my version shows the same format, starting each city on 1st January year 0. 

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    Well I consider @CorinaMarie one of the greatest colleagues I've ever known, and when she does one of her experiments she makes a presentation that grips me on so many levels of meaning and understanding, I'd give her 5 honorary PhDs.  *:thumb:

    Simulated AI reincarnation?   Dr. Stephen Hawking and I are going head to head on this one.  *:lol:

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    3 hours ago, RandyE said:

    Well I consider @CorinaMarie one of the greatest colleagues I've ever known, and when she does one of her experiments she makes a presentation that grips me on so many levels of meaning and understanding, I'd give her 5 honorary PhDs.  *:thumb:

    Hehe - agree completely.  :D

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    @CorinaMarie

    As you are a rural architect, may I ask here: did you ever find how EQ and wealth is linked - I mean, is there a certain EQ level then sims are R$$ and another certain EQ level and sims become R$$$?

    I'm asking because once I had a city with very high EQ and a central station and around this central station the commercial district with plopped tall CO$$$ skyscrapers. Then I decided to redo the area around it and bulldozed some of the residential zones close to, changed the network layout and rezoned. And then suddenly grew R$ houses where there was R$$$ before and they became unoccupied as no $-jobs were close. 

    Therefore I got doubts EQ and sims wealth are linked directly. You need education to get demand for R$$$ jobs. But now I don't know - with zoning residential and buildings grow - there are sims simply created matching the demand - so you don't really need a certain eq level of sims before they are R$$ or R$$$ - eq is not on sims but on demand and the same educational lots - they don't work on sims but on demand by industry and business and the necessary (intelligent) sims then are created by demand? So EQ wouldn't influence what kind of sims you get but what kind of workforce demand you get?

    Sorry if this sounds confusing - but I'd be curious to know how to control demand with altering eq exactly. As I never tried to mod a negative eq boost lot (don't even know if it would work) - some kind of stultification institution (had to think out a proper name for it) - so there's a way back, a possibility to reverse development of eq - as you showed sims pass over eq to their children it's almost impossible to avoid growth without gaining overall wealth.

    So I'd be curious to know what happens if you go the same way back again - when maxed out eq and things grow well sims becoming stupid again. To simulate they stop reading books and only watch shopping channels on TV, some kind of reverse evolution ... Shouldn't break economy, I guess, but maybe you would get... farming mega-cities?

     

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    5 hours ago, Fantozzi said:

    I'm asking because once I had a city with very high EQ and a central station and around this central station the commercial district with plopped tall CO$$$ skyscrapers. Then I decided to redo the area around it and bulldozed some of the residential zones close to, changed the network layout and rezoned. And then suddenly grew R$ houses where there was R$$$ before and they became unoccupied as no $-jobs were close.

    Isn't it the usual way the game works? You lay out a new residential area and it starts with R$ houses?! Even if you bulldoze R$$$ estates that has been there before?

    Kind regards!

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    12 hours ago, Fantozzi said:

    As you are a rural architect, may I ask here: did you ever find how EQ and wealth is linked - I mean, is there a certain EQ level then sims are R$$ and another certain EQ level and sims become R$$$?

    I haven't explored that specifically. However, I believe the cycle is as you suggest. As the population becomes more educated demand for higher wealth commercial and industry appears and those buildings will grow. As higher wealth C & I buildings sprout then the demand for medium and high wealth residential starts inching up. (Would this be millimetering up in the rest of the world?).

    Here's the same graph from before:

    16 Yr 500 - College Peak.jpg

     

    So, while the above graph shows my Sims are very smart, most of them are R$ and they still have no qualms about working on the farms.

    59975ce46f311_19JobsandPop.jpg.9df7ce8c96f29a5a4ce0cf604ecd5fe5.jpg

    59975ce6d97b8_20EdvsJobs.jpg.dbedc604e51f1408ed1e246525c48bd2.jpg

     

    My conclusion at this point is that the amount of education in and of itself doesn't determine where they will work. It's not unusual for these farm workers to be hoeing weeds whilst discussing the finer points of quantum theory. :ooh:

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    On 8/18/2017 at 2:15 AM, Fantozzi said:

    Therefore I got doubts EQ and sims wealth are linked directly. You need education to get demand for R$$$ jobs. But now I don't know - with zoning residential and buildings grow - there are sims simply created matching the demand - so you don't really need a certain eq level of sims before they are R$$ or R$$$ - eq is not on sims but on demand and the same educational lots - they don't work on sims but on demand by industry and business and the necessary (intelligent) sims then are created by demand? So EQ wouldn't influence what kind of sims you get but what kind of workforce demand you get?
     

    Well, as the Prima guide explains, and as your education data view will show, all newcomers to your city start out with low EQ (and low HQ) regardless of wealth. Demand for a certain wealth level is, as you suggest, created by available jobs of a corresponding wealth level, so if you have R$$$ open in your city you will have R$$$ demand. Different employers require different numbers of employees of varying wealth and EQ levels, which do not necessarily always correspond. So some buildings will employ low EQ R$$ for example, whereas others will employ high EQ R$$. Some may even mix EQ levels within themselves, I don't know. However, there are a few main takeaways from this which I think will answer your questions:

    -Because of job distribution across developer types, growing new C or I buildings creates new R demand, for example, you get a bit of R$$$ demand after your first I-M buildings grow even though you did not raise EQ, because those buildings have available jobs for R$$$ sims, who may or may not need to be educated to work at them. Raising EQ can never generate R$$$ or any other R demand, but high EQ will drive C and I demand, which will feed back into R demand. This perfectly explains the phenomenon you describe. If you bulldoze the home of a high EQ sim they will be replaced with a low EQ sim, with their wealth level being dependent on job availability and local desirability. Although there may be R$$$ jobs available, if they require high EQ R$$$ sims, you are unlikely to have R$$$ sims reappear because they need to work their way up to a high EQ first. Also remember that an individual sim's EQ doesn't matter, it's shared with their household, which is why some work and some go to school, but the entire domicile's EQ goes up. So after you evict high EQ R$$$ sims, you can expect to see R$ or R$$ come back in their place (and work jobs of corresponding wealth levels, possibly even in the I-IHT or CO$$$ buildings that once employed your smart, rich sims), especially since that area obviously has a high desirability factor if it attracted R$$$.

    -Sims will work at the nearest job available to them based on their wealth type and EQ, however, they will work below their EQ level as CorinaMarie has demonstrated with her high EQ farmers. If those farms were rezoned, all of those sims would work at I-M or I-HT jobs, which is their preference, but they'll take any job over unemployment.

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    8 hours ago, licoricebomb said:

    Although there may be R$$$ jobs available, if they require high EQ R$$$ sims, you are unlikely to have R$$$ sims reappear because they need to work their way up to a high EQ first.

    So certain C and certain I buildings require certain EQ to work there? So again - it would be interesting to know if the EQ level is an exact data - is it 50, 100 for IHT work f.e.

    I doubt buildings (lots) attract sims of a certain eq level. Reason: to my knowledge there is no lot/buildng property to set this. So if EQ  and wealth are linked, they should be linkend on a more general level. I always thought educational lot - wihtin their radius - increase desireability for CO$$$ and I-HT to grow. But then, still, I don't understand what's EQ good for.

    Because I can't see how - then, later - R and C/I are linked by EQ. As CorinaMarie shows: EQ doesn't matter on where sims go to work. But if growth of I/C isn't dependent on EQ but only on education lots being there and creating desire and also later, EQ isn't important where sims will work - doesn't this mean EQ is good for nothing?

    And education would work even without boosting eq? Maybe EQ is the same as the park effect on park lots? Just to define the strenght of the desirability effect?

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    Yes, certain lots (anything other than I-Ag, CS$, and I-D) require sims of some education level to work there. It varies for individual jobs within each lot.

    You are correct that buildings do not attract sims of a certain EQ. As I said, new sims start out with a base EQ, which is always low and never varies. They attract sims of a certain wealth level.

    You are mistaken to think that education lots increase desirability for certain employer types. They raise the EQ of R buildings within their radius. This is what creates demand for the corresponding I or C buildings. Growth of I-M, I-HT, and CO all require sims with some education to be nearby in order for them to grow. EQ only sets the upper limit of where sims work, it doesn't prevent them from working a job they are overqualified for, which is what CorinaMarie demonstrated. Not that I-HT can grow in a region without educated sims present. Education buildings indirectly increase desirability for certain developer types by creating better educated sims. Well, and they increase R desirability within their radius.

    16 minutes ago, Fantozzi said:

    And education would work even without boosting eq? Maybe EQ is the same as the park effect on park lots? Just to define the strenght of the desirability effect?

    Not sure what you mean. The primary effect of education buildings is to boost EQ. There is no education in SC4 that does not raise EQ.


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    1 hour ago, Fantozzi said:

    I doubt buildings (lots) attract sims of a certain eq level. Reason: to my knowledge there is no lot/buildng property to set this.

    I re-remembered I'd read about this before. You are correct it's not a setting in each building.  All of the who'll work where is in the Total Work Force exemplars.  See the 2nd table in @RippleJet's Workforce and Occupation Demands (Drives) thread over on Devotion.

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    Ah, Corina - that's exactly the knowledge I was missing. I've been looking at that topic several times but I missed there's a column for EQ level. So this makes all sense now.

    So EQ affects not the type of sims or jobs generated and it even doesn't affect wealth. It affects the percentage of sims of each wealth level how they are distributed on work!

    Therefore even R$$$ sims will work by 15 percent on farms if EQ below 50. And therefore even R$ sims with EQ 100 - 150 still will by 37% prefer working on farms.

    On 18/08/2017 at 10:35 PM, CorinaMarie said:

    It's not unusual for these farm workers to be hoeing weeds whilst discussing the finer points of quantum theory. :ooh:

    An EQ of 100 - 150 should be fine to do that, I guess?

    So EQ can't be used to control demand it's more to balance the workforce and the demand. 

    So still I would go for an EQ below 50 if there is a great demand for farms - to secure this demand is supported by workforce.

     

    But then - wouldn't it be helpfull to mod a lot with negative EQ boost to have a better control? There is no way to reduce EQ again, in the game. Or is there?

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    That's some interesting data to process there. I was of the understanding that EQ levels did affect the job (or as it seems, the spread between various zone types), that your sims could work in. It's this statement that makes me wonder though:

    Quote

    Farming (I-R) is treated in its own way and separately from the others.

    Could that be skewing the results you show here? Or put another way, if instead of farms you had just I-D, would all the sims regardless of education still maintain employment? Because again as far as I understood things, sims in general don't want to work "beneath themselves", although perhaps that only applies to the wealth levels? Because if the chart is absolute, R$ sims with the highest education would not work in I-D. Similarly R$$ sims beyond 100 EQ and R$$$ sims over 50 EQ would also not work in I-D either.

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    8 hours ago, Fantozzi said:

    But then - wouldn't it be helpfull to mod a lot with negative EQ boost to have a better control? There is no way to reduce EQ again, in the game. Or is there?

    But if you never raise the EQ of a sim after they arrive in your city, there is no need to decrease EQ, as it has never risen from its base level. Also, you can have a "negative EQ" effect by simply under-funding or not providing education services to an R tract, as EQ deteriorates over time without and education facility. It sounds like your goal is to have the highest possible R wealth distribution in your city while retaining the most basic types of employers (those which do not require educated workers). But as I pointed out, CorinaMarie's test demonstrates that you don't need to lower a sim's EQ to have them work on even a vanilla Maxis farm, you simply have to make sure it's the only job available to them.

    However, if I understand you correctly, you're saying that of my R$ sims within the 100-150 EQ range, 37% percent of them will still work on farms and refuse to work on I-M or CO$$? That's interesting, as I thought the progression was linear (i.e. once a certain EQ threshold was reached that sim would prefer a different type of job). Having a certain percentage of sims within set EQ ranges prefer a variety of jobs does make it much more interesting and difficult to keep track of mentally.

     

    7 hours ago, rsc204 said:

    Because if the chart is absolute, R$ sims with the highest education would not work in I-D. Similarly R$$ sims beyond 100 EQ and R$$$ sims over 50 EQ would also not work in I-D either.

    This is something I have been wondering a lot about, and haven't tested in it's own city tile. But in my experience with the game, sims will remain employed until a more desirable job becomes available. I would love to see someone test this thoroughly.

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    Nice job on all these experiments. This makes me wonder: how close would more desirable jobs have to be for sims to work at them? Or put another way, how far are those sims willing to travel for better jobs before they give up and keep working at the factories?

    Your result also made me realize that I'm confused about a game mechanic I thought I understood. I had always assumed "Res Avg Income" was an average based on the wealth of my residential buildings. But you have only R$ and yet the average income has gone up. So I have no idea how the information on that chart is useful now. I mean, if sims live in the same building and commute to the same building, but their income changes, that means nothing to me, because I don't collect taxes on their income, nor does it affect where they live or work, as you've shown.

    Edit: I wonder if average income could affect mayor rating. I looked back and noticed that the chart topped out, so there seems to be a max income sims can have while they are R$. The only reason I could guess that you would want to max this value out is for a mayor rating boost. But maybe it doesn't do that.

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    Good sleuthing here, this questions some stuff I thought I knew too. Because by all accounts, having taken a better job, sims should never return to a lower position. This has me thinking, how sure can we be about what's going on here. If possible I'd love to know the following:

    • After everything settles and some workers return to Ind, what sort of occupancy levels do the offices have? Are they mostly fully staffed? I.e., could there simply be no more jobs for those sims that return to the factories to take?
    • What difference would giving the sims a good transport alternative make here? Like a nice direct subway link.

    Are you using NAM, at least the basic Traffic Simulator part? If not, this might be explained in part by the rather broken traffic simulator. Either way, it would be useful to see if the Simulator Z in NAM still leads to an identical effect occurring.

    It certainly does seem you've stumbled upon something here though.

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    Very interesting stuff here, and I think, the result of that is, what everybody tells you: our Sims always take the job closest to their home when commuting. Even, if that means, turning a good (better) paid office job down and go work in a smelly, stinky factory... That's awesome! *:thumb:

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    First, continuing the above experiment I let it run for longer and some more Sims abandoned the longer commute:

    22 Yr 377 Industry Traffic.jpg

    23 Yr 377 Comm Traffic.jpg

     

    8 hours ago, rsc204 said:

    Are you using NAM, at least the basic Traffic Simulator part? If not, this might be explained in part by the rather broken traffic simulator. Either way, it would be useful to see if the Simulator Z in NAM still leads to an identical effect occurring.

    This is a NAMless test. From my understanding of @Prophet42's reply and @APSMS's reply (both in the Corindustry thread) I get the impression Simulator Z wouldn't make a difference in this case since there is no traffic congestion and the road layout is a branched tree layout with no other routes to chose from:

    24 Road Grid.jpg

    Ofc, that's just me guessing. As I understand it the Sim first decides where they want to work and then it's the Traffic Simulator's job to figure out how to get them there. With Z in a massively gridded city with lots of traffic it selects the quickest route. If anyone wants to run a similar test using Z, that could provide more information.

     

    8 hours ago, rsc204 said:

    After everything settles and some workers return to Ind, what sort of occupancy levels do the offices have? Are they mostly fully staffed? I.e., could there simply be no more jobs for those sims that return to the factories to take?

    To eliminate the influence of other Sims the 1,090 Sims all live in that one Residential cluster and no Sims can get in or out of this city tile. So, when the only road led to the commercial they were all fully employed. (In a prior test I didn't have enough jobs in the commercial and the population started fluctuating between 1067 and 1090.) So, I believe that indicates there are plenty of jobs and it's not like other office workers stole them.

     

    8 hours ago, rsc204 said:

    What difference would giving the sims a good transport alternative make here? Like a nice direct subway link.

    It would mean that some of them get there faster and a tiny few don't immediately re-select Industry as their preferred job. *;)

    Underground in the Commercial Area:

    25 Comm Subway.jpg

     

    Underground in the Residential Area:

    26 Res Subway.jpg

     

    And, ofc, connected to each other.

    27 Subway Traffic.jpg

    28 Comm Traffic.jpg

    29 Industry Traffic.jpg

    30 Commute Time.jpg

     

    Another test which could prove interesting (that I'll not likely conduct since I've learned what I was after) is to have the Sims equally distant from the commercial and industrial areas and then alternately cut the route to one or the other and run for 50 or 100 years after each to see how likely they are to chose a particular vocation.

    I believe my primary purpose here is concluded. Low Wealth Sims, regardless of education level, are content to work in Dirty Industry. And tho not intended, Average Income seems to be based on Average EQ only. (Modified by Wealth Level I'm sure.)

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    Ok, I had some more time to run @rsc204's subway test for a longer time frame. (I had to drop in a Money Park so we could afford it.) This is starting from year 260 when all Sims were taking the road to the Commercial and I'd just reconnected the path to Industry.

    And 40 years after that:

    31 Subway Traffic Yr 300.jpg

    32 Comm Traffic Yr 300.jpg

    33 Industry Traffic Yr 300.jpg

     

    And just to mention: EQ hasn't changed from the 195+ range. Some Sims will chose a factory job over a long commute. Also, even for those 10 years in the Commercial job only phase the Average Income stayed right at 26k so there's no pay difference between the two job types.

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