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adamoteentitans

SimCity 4 demand mods don't work

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today wanted to boost the demand with mods so i could build cities easily 

but the thing is i tried to the best two mods out there and both didn't work 

my demand still stays the same normally as it was before 

any solutions? https://community.simtropolis.com/files/file/22391-super-demand-mod-not-demand-ordinance/

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I'm not someone with recent experience of using an RCI demand mod, but I'll try my best to explain how to work the Super Mod from what I've found from testing just now.

It seems this is a little more complicated in the installation setup than most mods, since there are options to configure it to one's preference. First of all I was slightly confused with the instructions in the readme, but after studying them for a bit, I found it easier to follow once I'd reworded them to:
 

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RadicalOne said:

Super Demand Mod - Installation Steps
(With a few bits I've added, rearranged, and formatted for hopeful clarity.)
 

  1. From either the "Max Out"  OR  "Suppress" folder, copy DAT files to Plugins for each desired RCI type wealth level (R$$, Cs$$$, I-HT, etc).
     
  2. Then make note of how many "Max Out" DATs you used for each category of RCI (Co, I, etc).
     
  3. Pick the corresponding DATs (one for each category) out of the "Totals" folder and also copy it to Plugins.
    For example, to max out:

    R$$$
    Cs$$$
    Co$$
    I-M
    I-HT

    In this case, these DAT files should be used:
  • One R Max Out.dat
  • Two C Maxout.dat
  • One Cs Maxout.dat
  • One Co Maxout.dat
  • Two I Maxout.dat


There are two types of commercials, and then one each for commercial service (Cs) and commercial office (Co).
Only the one file is needed for residential since there's just that single R$$$ wealth level maxed out.

Please do not use all "suppress" DATs for any category, and please use a file for EVERY wealth level.

 

For me personally to help with organization, I first created a "Super Demand Mod" folder in my Plugins. Then inside there a "Totals" subfolder to add those extra files as needed. That way it's easier to tell the totals apart from the main "Max Out" files, or the "Suppress" ones if intending to set the demand to zero for any of the RCI wealth levels. I suspect maxing them out is probably what most would use this mod for, and as it sounds like you're looking to do.


If my interpretation is correct on how to install it properly, here's how to apply the max out for all wealth types...

First of all copy all 12 DAT files from "Max Out" to Plugins.

Then for the "Totals" select these ones:

  • Three R Maxout.dat
  • Five C Maxout.dat
  • Three Cs Maxout.dat
  • Two Co Maxout.dat
  • Four I Maxout.dat

Make sure to copy the correct file depending on the numerical text it begins with.
(E.g. Three for all 3 residential wealth levels: R$, R$$, R$$$)

 

In the game on an existing tile I noticed the RCI demand bars were initially maxed out. Then on the graph which goes into detail for the specific wealths, at first it still displayed the original demands. But upon running Cheetah speed for while (the quickest simulator time), it soon sprung up as it seemingly should.

As follows:

Max RCI - Super Demand Mod.png


And once that happens you should be all set since it means the simulator has implemented the change. (Or for however you'd like to configure the demands.)

 

2 hours ago, adamoteentitans said:

i am really tired of making forums ...

The forums never get tired of new questions because that's what they're here for. Likewise people can then try to assist by answering in reply, which in turn will hopefully help the topic starter like yourself, or anyone else who comes across in future seeking the same solution. So rest assured you're fine. *;)

(In this case I've just moved your topic over to the Custom Content forum as I feel it's better placed here with other topics on SC4 BATs, lots, and mods.)

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    43 minutes ago, Cyclone Boom said:

    I'm not someone with recent experience of using an RCI demand mod, but I'll try my best to explain how to work the Super Mod from what I've found from testing just now.

    It seems this is a little more complicated in the installation setup than most mods, since there are options to configure it to one's preference. First of all I was slightly confused with the instructions in the readme, but after studying them for a bit, I found it easier to follow once I'd reworded them to:
     

      Based on the included Readme.txt file... (Reveal hidden contents)

     

     

    For me personally to help with organization, I first created a "Super Demand Mod" folder in my Plugins. Then inside there a "Totals" subfolder to add those extra files as needed. That way it's easier to tell the totals apart from the main "Max Out" files, or the "Suppress" ones if intending to set the demand to zero for any of the RCI wealth levels. I suspect maxing them out is probably what most would use this mod for, and as it sounds like you're looking to do.


    If my interpretation is correct on how to install it properly, here's how to apply the max out for all wealth types...

    First of all copy all 12 DAT files from "Max Out" to Plugins.

    Then for the "Totals" select these ones:

    • Three R Maxout.dat
    • Five C Maxout.dat
    • Three Cs Maxout.dat
    • Two Co Maxout.dat
    • Four I Maxout.dat

    Make sure to copy the correct file depending on the numerical text it begins with.
    (E.g. Three for all 3 residential wealth levels: R$, R$$, R$$$)

     

    In the game on an existing tile I noticed the RCI demand bars were initially maxed out. Then on the graph which goes into detail for the specific wealths, at first it still displayed the original demands. But upon running Cheetah speed for while (the quickest simulator time), it soon sprung up as it seemingly should.

    As follows:

    Max RCI - Super Demand Mod.png


    And once that happens you should be all set since it means the simulator has implemented the change. (Or for however you'd like to configure the demands.)

     

    The forums never get tired of new questions because that's what they're here for. Likewise people can then try to assist by answering in reply, which in turn will hopefully help the topic starter like yourself, or anyone else who comes across in future seeking the same solution. So rest assured you're fine. *;)

    (In this case I've just moved your topic over to the Custom Content forum as I feel it's better placed here with other topics on SC4 BATs, lots, and mods.)

    thank you so much cyclone :D

    are you single? because i am in love right now *:rofl:

    just kidding 

    but also i forgot to ask you mean you never played SimCity without demand mod before ? i am shocked , well kindof but you can't see me from the computer screen *:D

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    5 hours ago, adamoteentitans said:

    i forgot to ask you mean you never played SimCity without demand mod before ?

    Since I'm certain that CB is sleeping right now, I'll answer with what I believe is the correct information: He has not used a demand mod until just now to test the installation and use of this one. (I also do not use a demand mod.)


    One thing to keep in mind about demand (with or without a mod) is that it can be seen like available building permits. In other words there is now incentive for any of them to build. However, that doesn't mean that once something does grow in the city that there is sufficient support for it to stay healthy. For instance, with all demand maxed out at 6000 let's say you zone and grow one industrial factory then you zone for 100 residential homes. All the homes can now grow, but as the game runs all but a very small handful will find there are no jobs available for them. They will in turn abandon and you'll have darkened, empty houses thru most of your residential neighborhood.

    I suspect in the long run that a demand mod such as this will actually make it more difficult to balance a city in terms of Sims and jobs. :O

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    3 hours ago, CorinaMarie said:

    Since I'm certain that CB is sleeping right now, I'll answer with what I believe is the correct information: He has not used a demand mod until just now to test the installation and use of this one. (I also do not use a demand mod.)


    One thing to keep in mind about demand (with or without a mod) is that it can be seen like available building permits. In other words there is now incentive for any of them to build. However, that doesn't mean that once something does grow in the city that there is sufficient support for it to stay healthy. For instance, with all demand maxed out at 6000 let's say you zone and grow one industrial factory then you zone for 100 residential homes. All the homes can now grow, but as the game runs all but a very small handful will find there are no jobs available for them. They will in turn abandon and you'll have darkened, empty houses thru most of your residential neighborhood.

    I suspect in the long run that a demand mod such as this will actually make it more difficult to balance a city in terms of Sims and jobs. :O

    hmm you are right i experienced this first hand just now XD

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    I'll throw might hat in the ring as one who never uses demand mods.

    @CorinaMarie hit the nail on the head. 

    It's impossible to tell if any one person is already aware of the following, so it helps sometimes to go over how demand is designed to work.  If you already know, then this is a review.  If not it's part of the education necessary to get the most out of the game.

    Demand, as designed into the game, is actually a cycle.  A new city starts out with a small amount of demand for all developer types to allow you to start zoning.  Otherwise you end up with a "What comes first, the chicken or the egg?" conundrum

    Commercial and Industrial demand suggests that there are Residential Sims available to take jobs.  It allows growth of of those types of zones.  As commercial and industrial buildings grow, jobs are created for the all wealth levels in ratios determined by simulation exemplars, and based by the maximum capacity of a particular building.  This drives growth in Residential demand.  At the same time, this also causes Commercial and Industrial demand to decline according to the numbers of jobs provided by those same buildings.  Now, the increase in Residential demand allows for development of new Residential zones.  As Residential buildings grow and new Sims move in, new jobs are created in ratios determined by other simulation exemplars, based on the numbers of new Sims (keep in mind that only about half of your Residential population is eligible to take a job).  This drives growth in Commercial and Industrial demand, but causes a decline in Residential demand in proportion to the number of new job-eligible Sims finding available jobs.  Ad infinitum!

    By changing all demand numbers to max (which is an artificiality), the demand mods essentially short-circuit the game mechanics, some of which may not be understood by us because they are buried in the game executable (which we can't decipher for the most part), rather than those mechanics being governed by the exemplars (which we can decipher).

    Another bad part of the demand mods is that if you decide to stop using them, the game can't deal with this sudden change.  It doesn't just go back to what demand actually exists; demand will end up being in chaos for some time, thus likely stunting the growth of your city.  Demand may actually go negative (heavily negative) for some if not all developer types.

    It's not unusual for demand for one or another developer type / wealth level to go somewhat negative at various times.  This usually ends up being a wake-up call that you are not paying attention to one or another aspect of the game, and is usually fixable..  However if demand bottoms out (-6000 default) on many developer types/wealth levels at the same time, it may in fact be game over for that city.

    You will read about some community members who swear by the demand mods, and swear they've never experienced anything bad with them.  You will also read about others that claim they have destroyed their city using demand mods.  So opinions vary!  My guess is that those who swear by them already had a stable, healthy city when they applied one of these mods (in an effort to further accelerate growth), while those that have had big problems have thrown one of these mods into their Plugins at the very early stages of their city, before it has time to settle in (in an effort to get their city to that multi-million Sim population level and covered by hundreds of skyscrapers).  Unfortunately, proving (or disproving) this guess (demand mods can work when applied at the right time vs. demand mods can cause doom and gloom if applied at the wrong time) would take a large amount of dedicated game playing to test the various scenarios, and then repeating to verify conclusions - time which most community members either don't have, or don't want to expend!  If only RL didn't exist.

    Sorry, don't want to come across as if I'm preaching.  But rather, I wanted to thoroughly explain the "why" for not personally using demand mods. vs. just saying "I don't believe in using them!"

     

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    6 hours ago, twalsh102 said:

    You will read about some community members who swear by the demand mods, and swear they've never experienced anything bad with them.  You will also read about others that claim they have destroyed their city using demand mods.  So opinions vary!  My guess is that those who swear by them already had a stable, healthy city when they applied one of these mods (in an effort to further accelerate growth), while those that have had big problems have thrown one of these mods into their Plugins at the very early stages of their city, before it has time to settle in (in an effort to get their city to that multi-million Sim population level and covered by hundreds of skyscrapers).  Unfortunately, proving (or disproving) this guess (demand mods can work when applied at the right time vs. demand mods can cause doom and gloom if applied at the wrong time) would take a large amount of dedicated game playing to test the various scenarios, and then repeating to verify conclusions - time which most community members either don't have, or don't want to expend!  If only RL didn't exist.

    This makes total sense, but I think it could be summed up as such:

    Many players who are struggling or simply want to quickly make a city full of skyscrapers, think a demand mod will solve the issue. However, installing one, but without understanding how demand actually works, the net effect is more likely that you will end up with more problems.

    If there is one piece of advise I could give any SC4 player, it's to take it slow, step by step and get a feel for the game. The in-game tutorials are excellent, if you pay attention to them and not rush through, without taking in the important information on offer. After that, the best tutorial for starting a solid working region I ever saw can be found here. Combine all that and you'll be well on your way to a successful region.

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    I dig through the STEX, I find links to threads... it's becoming a thing... 

    Type in SimCity 4 on Google, and the first suggested search is for cheats, so it's no surprise that demand mods are so popular. Since I have a Demand Mod of my own, and I'm considering a totally insane update to it, I figured I'd add what I know about them.

    Most demand mods are what I'd call Radical Mods. If they don't completely screw up your cities, they will at least unbalance them. This is because the demand is artificial, totally ignoring the Workforce and Occupation Demands (Drives). While sometimes your cities may need a certain kick of one RCI type, there are far better ways. Lowering taxes is a good start, fixing traffic issues always helps, parks aren't a bad idea either. Plopping a reasonably sized functional landmark with the type of jobs you want to boost may help as well. If you need industry, then try building a seaport. Use the Census Repository Building for information on your caps, drives, workforce, etc. 

    So I designed Turbo to keep things balanced. There is no artificial demand; instead, Turbo just increases how much demand can be processed. Or to put it like @CorinaMarie did in her post, it allows more building permits per month, as long as there's an order for them to start with. 

    This can be extremely important when using custom content at the high end, trying to build a massive metropolis. Quite a few custom Stage 8 Res & Com buildings have far too much capacity for the game to let them ever grow without Turbo. Even some stage 15 R&C as well as Stage 10 Ind CAMelots couldn't be grown using just CAM 1.0. 

    Aside from pushing the boundaries of the high stage extreme, I find that Turbo allows me to pause the game when I start a new city to do more controlled urban planning, then just sit back for a bit after I press play, and still feel like I've been productive while playing. 

    And let's remember that the original recommended system specs for the game were a 1GHz Pentium 3 (or AMD equivalent), with 512MB of RAM, and 128MB of Video RAM. Turbo really lets you play like you're running a supercharged Pentium 4, minimum. *:8)

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