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ASV7900

CAM - Population Caps

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Hello everyone! I'd like to ask for some help. As you can see from below census screenshot, I'm about to hit a population cap on my R$$. How do I solve this / bring the cap down? What is the most effective way to do so?

My SC4 game is running with CAM + NAM, and this is the XL city tile (below Bigger City + Big City).

Thank you.

15.11.2022 - Two Cities (Census Screenshot).jpg


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Actually, you don't want to "bring the Cap down", you want to raise it (provide Cap relief) in order to allow more growth.

For residential areas, the only way to do this is by providing more amenities, i.e. parks and recreation. Different amenities provide different amounts of Cap relief based on wealth level. The Prima Official Strategy Guide for SimCity 4  Deluxe has a good chart that lays this out (on pages 71-72). If you don't have a copy, it is a free download at https://archive.org/details/SimCity_4_Rush_Hour_Prima_Official_eGuide. I would recommend the PDF version.

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Quoting from the above (Prima Guide), ensuring both the Minor League Stadium (200k) and Major League Stadium (300k) are present in your city, together they will raise the Cap by 500,000 for R$ and R$$ sims. Whilst placing the Stock Exchange is most beneficial for R$$$ adding 125,000 to the R$$$ Cap. If you didn't plop these buildings, that's the first and easiest step to increase the Cap.

Everything else for the most part only raises the cap by small margins, a few thousand typically, so for really large populations you really will need to make use of a number of Park and Reward items to keep building. If you are using custom content, note not all have similar modding to what Maxis did, so may not contribute to expanding the Res Caps.

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

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

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

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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21 hours ago, ASV7900 said:

I'm about to hit a population cap on my R$$. How do I solve this / bring the cap down? What is the most effective way to do so?

Check this out. I don't know what your park/reward situation is...but some useful tips there

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Follow along with my region - a large 70 sq km region being built semi-naturally/semi-planned

Tri-County Region

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    I've built both stadiums + the stock exchange. Basically, almost all my rewards have been plopped, but I'm still hitting the caps.

    That being said - I have CAM installed, and city size is more than 1 million. I guess I have to download some custom stadiums to boost it further?

    Does building landmarks lower the demand caps?


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    This is why we referred you to the Prima Guide, because it lists the exact Cap Relief provided by all the Maxis Parks. So whilst you can only plop one each of certain Rewards, if you have the ones that give the biggest boost, the next option is to use Park lots to provide Cap Relief, it will just require more of them to have a meaningful impact.

    Let's look at just your R$$ for the moment, you have 632k such sims and are at 81% of the Cap for R$$, so that means you have approx 126k more R$$ sims before you actually hit the cap, which is approx 758k presently. Now, you can increase the Cap using multiple Large Plazzas for example, but they only add 9k to the cap, so you might need a few to make a meaningful difference.

    Another consideration here, consider that combined, your R$/R$$$ population only comes to 410k. You may find it actually beneficial to increase the number of these Res types, so it's not like growth is completely stalling here.

    When it comes down to it, Cap Relief is provided by setting a Property that is associated with a Lot. You are right to mention that having CAM and such a high population are important factors to consider too. So for example, the regular Hospitals, Schools and other services are poorly suited to using CAM, likewise the effects of the Parks may limit growth in ways that are vastly less likely without CAM. In much the same vein, it is therefore useful to make use of some custom content that will up these values to fit better with CAM. I'm quite sure there will exist some content on the exchanges which can be used to add to your Caps, I don't personally know which off the top of my head though. The other option would be to create a custom lot, which basically just adds Cap Relief, if I were doing this I'd probably go one of two ways. A modular approach, with small 1x1 parks/plazas that add a meaningful amount of relief for one type of zoning. Or perhaps if I prefer to just be rid of the problem, I'd make a single reward that added a huge Cap Relief for every zoning type, in this latter example it would be something more elaborate that took up a bit of real estate and has upkeep costs. I also think making it an unlockable reward, only available once a certain population is present, would be better than using it as a cheat to unlock Caps when it wasn't really necessary to have all the rewards. Of course, you could just have a single cheat lot that functions the same but is free to use and only providing benefits, either method and everything in between is a valid solution, these are just my thoughts.

    Landmarks tend to do more for your Com population than Res, using the Landmark Effect Property, none I know of add Cap Relief.

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    On 11/17/2022 at 10:55 PM, rsc204 said:

    This is why we referred you to the Prima Guide, because it lists the exact Cap Relief provided by all the Maxis Parks. So whilst you can only plop one each of certain Rewards, if you have the ones that give the biggest boost, the next option is to use Park lots to provide Cap Relief, it will just require more of them to have a meaningful impact.

    Let's look at just your R$$ for the moment, you have 632k such sims and are at 81% of the Cap for R$$, so that means you have approx 126k more R$$ sims before you actually hit the cap, which is approx 758k presently. Now, you can increase the Cap using multiple Large Plazzas for example, but they only add 9k to the cap, so you might need a few to make a meaningful difference.

    Another consideration here, consider that combined, your R$/R$$$ population only comes to 410k. You may find it actually beneficial to increase the number of these Res types, so it's not like growth is completely stalling here.

    When it comes down to it, Cap Relief is provided by setting a Property that is associated with a Lot. You are right to mention that having CAM and such a high population are important factors to consider too. So for example, the regular Hospitals, Schools and other services are poorly suited to using CAM, likewise the effects of the Parks may limit growth in ways that are vastly less likely without CAM. In much the same vein, it is therefore useful to make use of some custom content that will up these values to fit better with CAM. I'm quite sure there will exist some content on the exchanges which can be used to add to your Caps, I don't personally know which off the top of my head though. The other option would be to create a custom lot, which basically just adds Cap Relief, if I were doing this I'd probably go one of two ways. A modular approach, with small 1x1 parks/plazas that add a meaningful amount of relief for one type of zoning. Or perhaps if I prefer to just be rid of the problem, I'd make a single reward that added a huge Cap Relief for every zoning type, in this latter example it would be something more elaborate that took up a bit of real estate and has upkeep costs. I also think making it an unlockable reward, only available once a certain population is present, would be better than using it as a cheat to unlock Caps when it wasn't really necessary to have all the rewards. Of course, you could just have a single cheat lot that functions the same but is free to use and only providing benefits, either method and everything in between is a valid solution, these are just my thoughts.

    Landmarks tend to do more for your Com population than Res, using the Landmark Effect Property, none I know of add Cap Relief.

    Thanks for the comprehensive reply. I've read the Prima Guide + CAM documents and I'm aware of the Cap Relief - which made me factor in building a lot of large parks / flower gardens / plazas on my map, depending on the zoning. That being said, it still doesn't seem sufficient enough.

    I've grown my R$ & R$$$ after that screenshot, let me share my latest one here. Have grown my R$ & R$$$ to match the jobs demand, and built even more parks to try and provide Cap Relief for R$$ - with some additional custom content (parks & stadiums), but it's a long journey and painfully slow process though.

    You're right about the regular Hospitals, Schools and other services - I've already downloaded the necessary upgraded services to account for CAM, and going well so far.
    Noted on the landmarks for Com population - funny thing, I never seem to face issues growing Com on CAM. Their demand is always sky high, especially with my region growing so nicely (Total Population now 12 million +++).

    18.11.2022 - Two Cities (Census Screenshot).jpg

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    I created the following lot which will increase the Demand Cap for all Res by an additional 100,000 sims. It's basically identical to the 3x3 Park lot but a little more expensive, however it's still pretty much a cheat lot.

    PLOP_3x3_Cap Incease Park_30fd7454.SC4Lot

    Hopefully that will at least provide a solution for the meantime. I'm not a CAM user myself and I certainly don't try to get the largest possible populations when playing, so it's not entirely clear how many such lots or multiples of say 100k cap relief you may need.

    However some feedback on that would be useful, I'm thinking about a modded set of Maxis Parks, perhaps as an override of the originals. They would be modified only to boost the Cap Increase they all give, essentially CAMifying them. The modding itself wouldn't be a huge amount of work, so I am happy to do that, but I'm trying to get a handle on the numbers. I'm thinking upping the Cap Relief from Park/Plaza and Rewards by say 3x or 4x the original amount seems enough. I think it would be best to try and get the numbers such that CAM users would use roughly the same number of parks, plazas and whatnot, whilst keeping up with the larger populations CAM makes possible. Having considered many solutions, I think this might just be the simplest one, since modding this way will just make these lots keep up with what CAM is doing.

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

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    @rsc204- Thanks for sharing the 3x3 Park. Let me give it a try out. On trying to mod the MAXIS parks, I would agree that they require CAMifying - and even those reward buildings that give CAP Reliefs for residentials. That way it wouldn't be cheating too much, since the bigger rewards earned gives a bigger CAP Relief, while the parks give smaller proportionate CAP Reliefs as well. 

    For example - CAP Relief Rewards (Since CAM increases Stages from 8 to 15, basically 2x the number of available stages, the CAP Relief from these rewards +related MAXIS parks can be 2x as well?) • Farmer’s Market (R§, R§§) • Major Art Museum (R§§, R§§§) • Major League Stadium (R§, R§§) • Minor League Stadium (R§, R§§) • Opera House (R§§§) • Tourist Trap (R§)

    I'm quite surprised nobody faced CAP Relief issues playing with CAM + NAM before and not much custom content out there either.

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    @rsc204 - Thanks for the excellent uploads. May I ask, if I install these dat files, will it affect previously plopped Parks and Rewards?

    Asking cause my region is halfway developed with CAM Skyscrapers, and having to destroy each park & rewards previously plopped and do it from scratch would be a major pain point.

    21.11.2022 - Timbuktu Regional View (SAT).jpg


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    36 minutes ago, ASV7900 said:

    will it affect previously plopped Parks and Rewards?

    A good question and one I kinda neglected in my rush to do the actual modding...

    I did a quick test this morning and the results of which are these should not be used in existing regions, since there is a mismatch problem. Basically when a lot is placed in SC4, some data about it is held in the Save File, but some data is always read from the file's Properties directly. The mismatch occurs when the saved values do not match those in the files. So essentially if you add the mod nothing updates, they only benefit new instances of the Parks/Rewards, the old one's values have already been added to the save file and don't update automatically. But, and this is where things are problematic, if you remove an existing instance with the old values, the game will remove the benefits it previously offered. However in the case of this property it takes the amount to remove from the Buildings Exemplar, not from the Save File, so the values don't match. So for example a Park that originally offered 1,000 Cap Relief, when bulldozed will lead to -3,000 Cap Relief, not the correct -1,000 - which is of course a big problem.

    The only way around such issues is to either only use the mod in new undeveloped regions, or otherwise to remove all instances of the lots the mod affects, BEFORE you install the mod. You then would need to replace each one after placing the mod into your Plugins folder. The reverse would be necessary if removing the mod too.

    I had not known that the property in question, Demand Satisfied worked this way, so it's a bit annoying. However, it once again makes clear how any sort of change of existing content can lead to such mismatches, such that I feel a little dumb now for not having checked it sooner. I assumed these properties were handled more dynamically, for example Capacity Satisfied, one of three related properties, which defines the number of sims working/living somewhere, is dynamic and can be changed without issue. I had, wrongly, assumed the same would be the case here.

    I still think it's a great addition to the CAM mod, which too can only be used for new regions, but of course not everyone is starting out. But I still think this way of doing things is the neatest solution, despite the drawbacks that have come to light. The only other solution is to make the lots unique, i.e. a duplicate set or otherwise add the Cap Relief in a more cheaty way, such as the first Lot which just gives a big boost in a single plop.

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

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    31 minutes ago, rsc204 said:

    A good question and one I kinda neglected in my rush to do the actual modding...

    I did a quick test this morning and the results of which are these should not be used in existing regions, since there is a mismatch problem. Basically when a lot is placed in SC4, some data about it is held in the Save File, but some data is always read from the file's Properties directly. The mismatch occurs when the saved values do not match those in the files. So essentially if you add the mod nothing updates, they only benefit new instances of the Parks/Rewards, the old one's values have already been added to the save file and don't update automatically. But, and this is where things are problematic, if you remove an existing instance with the old values, the game will remove the benefits it previously offered. However in the case of this property it takes the amount to remove from the Buildings Exemplar, not from the Save File, so the values don't match. So for example a Park that originally offered 1,000 Cap Relief, when bulldozed will lead to -3,000 Cap Relief, not the correct -1,000 - which is of course a big problem.

    The only way around such issues is to either only use the mod in new undeveloped regions, or otherwise to remove all instances of the lots the mod affects, BEFORE you install the mod. You then would need to replace each one after placing the mod into your Plugins folder. The reverse would be necessary if removing the mod too.

    I had not known that the property in question, Demand Satisfied worked this way, so it's a bit annoying. However, it once again makes clear how any sort of change of existing content can lead to such mismatches, such that I feel a little dumb now for not having checked it sooner. I assumed these properties were handled more dynamically, for example Capacity Satisfied, one of three related properties, which defines the number of sims working/living somewhere, is dynamic and can be changed without issue. I had, wrongly, assumed the same would be the case here.

    I still think it's a great addition to the CAM mod, which too can only be used for new regions, but of course not everyone is starting out. But I still think this way of doing things is the neatest solution, despite the drawbacks that have come to light. The only other solution is to make the lots unique, i.e. a duplicate set or otherwise add the Cap Relief in a more cheaty way, such as the first Lot which just gives a big boost in a single plop.

    Thanks for the detailed explanation. So in summary, there's a few choice paths when installing the mods:

    1) Existing Region - Do not demolish previously plopped parks / rewards, otherwise will result in 3x negative cap reliefs. Unless you want to go down the difficult path and demolish & re-plop everything. Should still be okay to use for regional expansion if no major demolishment planned, right?

    2) New Region - Perfect start for CAM & this mods.

    Can I also ask, any crash to desktop issues faced? I'm going to try this out.

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    No, in example 1 you either should remove all existing parks/rewards BEFORE installing the mod, or better not to use it. If you accidentally remove one of the previous lots, it will have a permanent negative effect that can’t be fixed. This could be quite catastrophic, so I couldn’t recommend using it on the basis of not demolishing anything. In theory you’d be safe, but just one error and you may regret having done so. 

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

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

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

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    From the first screenshot it looks like we may both have the same issue.  I seem to only be getting half the cap that i should.  It seems like OP's cap should be higher too with both stadiums if you have any significant number of parks.

    It looks like my r$$ cap is ~830k, but adding up 500k for the stadiums, 3k per med garden and 4k per med plaza, it should add up to over 1.6 million.

    R$$$ cap is ~560, almost exactly half the 1119k it should be from 150 med plazas and 173 med gardens.

    If I remove the large stadium, it seems to only drop by 150k, half of what it should.

    I recently installed CAM and started with a new region and am pretty sure I never had this issue before CAM because I never hit any pop caps.  Anyone else ever see this or have any ideas why?  It is the same in all cities I create, even in a new region.  I tried reinstalling SC4 and CAM, but still the same thing.

     

    image.png.3b06f4619b513a2eafa167d365c0a3bf.png

    image.png.9999b3be45684cee99aeacc4e21af62b.png

     

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