Jump to content

6 posts in this topic Last Reply

Highlighted Posts

I've searched and hadn't found a similar topic, so I'll post here.

When playing with the SPAM addon, everything goes well at first, but pretty soon, most farms start to lose jobs. For example, a plot might go from 24 jobs to 15 or 39 to 32. Since agriculture is the base of the economy in SPAM cities, this triggers unemployment, especially in medium wealth neighborhoods.


I've tried to prevent the degradation by keeping the farms away from any main roads and making sure they are covered by fire and water services, but some degradation still occurs. I've also checked for crime, and there is zero crime in the entire city.


A likely related problem is the difficulty of keeping large numbers of low wealth sims available for work in the fields. (The SPAM documentation encourages placing schools and other services because reportedly the farms will now employ educated and wealthier sims along with the poor and uneducated).

Is it possible that the degradation is caused by a lack of R$ employees? Or is there some other factor I'm missing?



Share this post

Link to post
Share on other sites

How many workers are actually working in those farms, though?

Keep in mind that the building query is only for the main building; each tile of fields employs its own amount of workers, typically between 1 and 2, and the amount of people working there is only given by the route query, not the lot query. The lot query job indicators only tell you how many potential jobs are available, as distinct from the maximum possible under perfect conditions.

As a rule of thumb, it's best to always have a large poor population to pull workers from, but I've not actually used the SPAM in a proper manner in a very long time. When I was using it I did not notice degradation of the farms or the jobs provided, but I always used farms alongside commercial. SPAM's main benefit to me was that farms would continue to develop and not degrade when near higher traffic areas or when the region population reached 30k (the usual stopping point for farm development in the standard game). I never viewed SPAM as making farming the backbone of my cities, but rather a viable supplement to the local economy that can remain strong long after initial development.

Workplaces are almost never impacted by a lack of workers, though. Instead demand is driven by population demands for work. When there are too many jobs demand may decrease, but not necessarily. How is your farm demand? Keep in mind the CAM is technically incompatible with SPAM, and that you probably shouldn't use the SPAM traffic simulator either as the NAM one is superior in basically every way (and the intrepid can adjust their NAM to perform similarly if so desired).


Share this post

Link to post
Share on other sites
  • Original Poster
  • The SPAM includes a query for the fields as well as the main farm building.

    Using that and the route query, I found that my most prosperous farm is on a 15x17 area, has 200 workers total, 32 in the main building, and the rest across the fields. It currently hasn't lost any jobs.


    My most degraded farm is on a 9x6 tile area. It has 42 workers total, 17 in the main building (which had a capacity of 32 jobs) and the rest in the field tiles, about half of which display 0/1 jobs when queried.

    The total population of this city is 2,014 sims. There are no other cities in the region yet.

    Total Ag demand is close to the top of the scale, approximately 5500.

    Since it worked for you, I'll see if zoning some commercial closer to the farm lots helps.

    Bayview RCI.png

      Edited by new.orendor  

    Clarified that I used the route query to determe number of sims traveling to the farms

    Share this post

    Link to post
    Share on other sites

    The answer to your question is no, lack of workers will not cause jobs to become unavailable at a workplace. NB, SPAM farms employ R$/R$$/R$$$ on a ratio of approximately 50-45-5 where each number is a percentage. So only half of the workers on your farms need to be R$ anyway.

    I'd recommend checking your freight times, as well as following jeffryfisher's advice. For a more aesthetically pleasing building with the same custom query as the census repository, get this:

    You do have the NAM installed, right? And have you looked at pollution/radiation/desirability data views? One of those things might give you a clue as to why one farm is doing so much better.

    Share this post

    Link to post
    Share on other sites

    As @licoricebomb was asking, I'm curious what the pollution levels are like.  Keeping things clean is probably going to help (I use some mods for to get rid of pollution, so I've never had a SPAM farm degrade).    Also as he mentioned, the freight times could have something to do with it, too.


    (No folks, pollution is *not* an unavoidable fact of life, as we've been 'taught')

    Share this post

    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    • Similar Content

      • By huzman
        Twice in two days I get different messages before reaching here. One of them, asks me logging in before I enter here. So I quit and a little later, come back and all is cool. I hope I'm not shouting "wolf"...
      • By Konur
        Hello everyone. I'm playing simcity4 with NAM installed. I was able to make 6x6 lot sized HDR zone until i removed an unaffiliated plugin. Now game just puts a street every 4 tiles making my hdr zones made of 4x4 lots. How can i change this to automatically divide every 6 tiles instead of 4, making 6x6 zones as i drag mouse?
        Here in the picture you can see before (right) and after (left) zones. They are both high wealth residential and they are both drawn with a single mouse drag.
        Plugin was demand ordinance btw, putting it back didn't solve the issue.
        Thanks in advance

      • By OcramsRzr
        Take this quiz to find out!
        This link has links to the rest of the relevant articles. The BBC made a huge survey in 2013 (I know old, news) to determine social class and found that there are 7 in the UK: Elite, Established Middle Class (upper-middle class with high cultural and social engagement), Technical Middle Class (upper-middle-class but neither culturally nor socially engaged), New Affluent Workers (middle class with high social and cultural capital), Emergent Social Workers (working class wealth with high social capital and high basic cultural capital), Traditional Working Class (low social capital and cultural capital), Precariat (impoverished).
        I'm currently an Emergent Social Worker but will soon enough be a New Affluent Worker.
      • By Hamish
        Five Hundred Boylston
        (Fully Mac Compatible)

        Today I bring you this creation, Five Hundred Boylston Street. Its a commercial building in downtown Boston, a post-modern building completed in 1989. It is one of the tallest buildings in Boston, and is now available for you in SimCity 4.
        This is the third building I have made. My main influence to create this BAT was the TV show, Boston legal. This building was used for their law firms offices, and was one of the buildings that I really wanted to BAT.

        In SC4 it is a high wealth commercial office and fits into a 6x5 Lot, costs $9876 to plop, and also comes in a growable version as well.

        Once again, fully Mac Compatible, meaning that all nightlighting will work on macs. As evidence, all images were taken on a mac.

        None, Download and enjoy!

        Hope you like it
      • By Kavaeric
        A few questions about SimCity 4's system. Is it possible to:
        Add extra dimensions to development, alongside the included wealth and density? Add new utilities alongside the power, water, and garbage utilities in the game? If not, maybe I'll consider taking my idea to Skylines instead.
    • Recently Browsing   0 members

      No registered users viewing this page.


    Thank You for the Continued Support!

    Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Echange.
    Make a donation and get one or all three discs today!


    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections